15th Level Designer Contest

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Re: 15th Level Designer Contest

Postby SuperMIC » October 16th, 2011, 6:27 pm

GAH! IF MY LEVEL HADN'T TAKEN A 2 POINT BEATING I WOULD'VE TAKEN FIRST WITH A 17.5/20. No wait I would've gotten a 15/20. Damn my horrible math...

Anyway, not giving out my reviews. Too sacred.




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Nah, MoD already did that. Here you chumps go. And I have no idea why Oranj's level isn't judged. ._.


SUPERMIC’S 15TH LDC REVIEWS

Karyete’s Hillside Havoc

10.5/20

Spoiler: show
FUN – 6.5/10

The level was standard in terms of gameplay. You mainly relied on platforming challenges, and there were no puzzle or any other type of challenges. It was simply platforming. Furthermore, the level was quite short, not that level has to be large to be good, it was just that with the amount of content you gave me didn’t quite reach my expectations. It was good however that there wasn’t any lag.

There isn’t much to say. It was just solid.

GRAPHICS – 2.5/5

Like the Fun aspect, the graphics were average. It was great that there was no cut-off, but you needed more décor and slope. It was good that language and sentence structure was perfect, but the graphics were just “meh.” You should’ve also varied tilesets more.


OTHER – 1.5/5

+1 Loading time was pretty much non-existent
-1 You didn’t brick up the first level transition. This allows us to slip between it easily without needing to take the warp pipe.
-1 After passing the second transition, if you happen to be caught in the path of the thwomps, it takes over 6 “Adobe Flash Player crashing yes or no” to get it to load.
-0.5 The secrets were hidden in way too generic places.


10.5/20

I guess it was an average level. It didn’t really meet my expectations, sorry. What you could do to improve the level would be to add a ton more décor and put more slopes. Lengthen the level and vary the challenges, and also vary the tilesets. You really need to add some lasting appeal. A storyline, interesting décor, anything us as the audience can take from your level to add it into our own.

A solid level nonetheless,

-SuperMIC



King’s Mario and the Floating Islands

15.75/20

Spoiler: show
FUN – 7.75/10

It was a nice, breezy play. I liked that you used platforming and wing cap challenges, but you definitely missed out on puzzle challenges. It was nice and moderate, but there was slight lag at points. I didn’t really find any challenge in the level, but it was still an enjoyable play.

The one thing I didn’t really like as much was the type of humour you tried to use, but it’s just my preference. I didn’t really like the “and since this is a Mario game, OBVIOUSLY there’s a Shine at the top.” It really didn’t “click” with me.

[spoiler]GRAPHICS – 4/5

The graphics were pretty good. Language and sentence structure was flawless, and there was definitely a good amount of décor. Your transition into the snow part of the level was nice. I still think you need more tile variation, however.

[spoiler]OTHER – 4/5

+1 Nice loading time
+0.5 Secret Shine

-0.5 Secret Shine too easy to get

OVERALL – 15.75/20

A nice level. The really only things I have to say would be to use more tile variation, maybe more décor, and then add some puzzle challenges. You could also make the Secret Shine’s location more obscure.

A good level,

-SuperMIC


Chessplayer’s Two Part series (That doesn’t really have a name so I’ll call it CS…)

First level – 7/20
Second level – 11.5/20
Overall – 9.25/20


Spoiler: show
Climbing the Mountain…

FUN – 3.5/10

Um, sorry dude, but I’m not sure what happened here. You heavily relied on platforming challenges, and they weren’t even the best. I whipped through it in 2 minutes. I’m not sure what’s with the ending either. Did you even finish the level? There was no indication to that. No Shine, no nothing.

Often the way to go is unclear, like how were we supposed to know to go through the second level transition? It is indistinguishable from a drop-dead cliff.

GRAPHICS – 1/5

The graphics weren’t the best. There was a LOT of cut-off everywhere (but you tried, which is good) and the log bridge? Not sure what happened there. I need more tile variation as well, and there was NO décor whatsoever! You need to improve this.

OTHER – 2.5/5

+1 No lag and good loading time
-1 Ending with a sign that says, “tell me how to fix.” Not appropriate for this.
-0.5 Easily found 1-ups and the like.


OVERALL – 7/20

Uh, sorry but this wasn’t really the best level. First off: work on fun. Add a suitable ending and lengthen the level to add not just platforming but other challenges in different genres. Try to smooth out that cut-off, and I’ll a teach you a trick for placing sprites: hold down the “control” button for easy sprite placement. (If you have a Mac it’s the command key)

Add tile variation, put some décor at least, and try to make secrets harder to get.

That’s it from me,

-SuperMIC




…up into the sky!

FUN – 5/10

Better than the first one. I liked that there was a multiple path choice at the end, but again, you relied heavily on platforming challenges and not much else. It was good that there was ACTUALLY an end.

But there is a problem in terms of slight plot. You didn’t have a storyline, but it still needs to be explained how Mario got from a walled up place to the sky. Doesn’t make sense.

GRAPHICS – 2.5/5

Hm, this was an all-sprite level so I’m not sure if I should judge you on tiles. Either way, you used a nice array of sprites so I’m mostly happy. However, still you used no décor! You put some goonies, but I’d like to see you taking that a step further, maybe hanging vines from clouds and the like.

OTHER – 4/5

+1 No lag and good loading time

OVERALL – 11.5/20

Well, it was a solid level. My recommendations would be to add some more challenges, not just platforming ones, put some décor and add some lasting appeal!

For the series overall, you still need some lasting appeal (i.e. Storyline, Block Boss, something memorable we can take from your series and put into our levels) and you need to smooth out quite a few things.

Again, that’s it from me,

-SuperMIC


Scardy Squaril’s EarthAndSky

---DISQUALIFIED---

Master 1.0’s series (M1.0S)

Due to special permission, this user’s series will be judged as one level.

16.25/20

Spoiler: show
FUN – 8.75/10

WOW! That was a great and memorable play! You filled it with so many interesting things (not just gameplay-wise) that I’m just stunned! I really loved your use of moving blocks(gameplay-wise :3), and the block boss was nice.

Unfortunately, you incorporated a storyline. AND WHAT DOES THIS CALL FOR? SMIC’S REVIEWING ABILITIES :3 . Well, the storyline was nice, although it was reminiscent of a 2012 series. I didn’t get the plot at the boss. What was the weak spot? It wasn’t much specified at all graphically or through the signs. It was a script storyline, but I would’ve liked some more description. Capture feeling more.

GRAPHICS – 4/5

The graphics complimented the amazing gameplay… amazingly. (:3) The use of decorative moving blocks was amazing. I really liked your use of different tilesets as well to make it look in my opinion a bit retro. However, sometimes it did look like cut-off. You had a good amount of décor, and it was really pretty, but maybe not AoF second level pretty. ;)

However, there were quite a few spelling errors on signs.

OTHER – 3.5/5

+1 Great use of disable
+0.5 Good loading time

-0.5 Slight lag
-0.5 There was a glitch where during the challenge to get the skellegoonie key the warp pipe takes you to the roof. MoD said if you just moved the pipe destination… it would’ve been fixed.


OVERALL – 16.25/20

It was a really good level! Just what I’d expect from you. My recommendations: Really just work on storyline for the FUN section, and maybe even add more variations of challenges. Proofread your signs and try to eliminate that lag as best as you can.

A great “level,”

-SuperMIC


Nworlds’ Green Path

15.25/20

Spoiler: show
FUN – 7.25/10

It was a nice platformer. I would’ve liked more variations with the challenges, however. Not just platforming, but maybe some puzzle challenges. Always need to work the cranium! (XD) It was a bit repetitive, in my opinion, however. It was really green platforms, then some clouds, then some platforms, then some clouds, etc.

And… not to offend, but I found the challenge room quite easy.

GRAPHICS – 4/5

The graphics were quite nice. I liked that you used a good amount of décor. There was no cut-off, from what I saw, and there was a nice amount of tile-variation. There were no awkwardly placed sprites so it was really nice. Why’d you lose a mark? I need you to take it a step further and make this level beautiful.

OTHER – 4/5

+1 No lag and good loading time

OVERALL – 15.25

It was a simple, yet enjoyable level. All I have to say would be to maybe add more variation of challenges, and try your best to take graphics above and beyond. You could also add more lasting appeal to boost that OTHER mark.

Still really nice,

-SuperMIC


Blue Fanged Fang Bat’s Up the Mountain

11/20

Spoiler: show
FUN – 4.5/10

I’m taking a nice tone despite the low score, mainly since you’re new… This was quite good for a first-time LDCer. The platforming was at a good level of difficulty, making a nice breezy play. I would’ve liked some challenge variation, however. However, the level was WAY too short. You need to make it quite a bit bigger.

GRAPHICS – 3.75/5

The graphics were quite nice. You used a really good amount of décor, and I spotted no cut-off. There was also a good amount of slope, and the language and sentence structure was flawless. I just would’ve liked some tile variation. Also, the sprite placement was slightly awkward. If you use the “control” button (command on Mac) you can easily place things. Try it out.

OTHER – 2.75/5

+0.5 Good loading time
-0.5 There was a bit of lag.
-0.25 There was a floating tree near the end


OVERALL – 11/20

This was a nice level. It makes it even more surprising due to the fact that you’re a new LDer. So, my recommendations would DEFINITELY be to lengthen the level, add some more challenges (and not just platforming ones) and try using that control key. Also, try to get rid of that lag.

Good job,

-SuperMIC


M M M M M Mario’s The Escape

9.25/20

Spoiler: show
FUN – 4.5/10

There wasn’t much to this level. There was really only a platforming challenge at the very end. The rest was walk and go down pipes. Jump occasionally for a red coin. I felt there was no challenge at all. The level was extremely short and only had enemies, basically.

GRAPHICS – 1.75/5

The graphics were slightly below average. There wasn’t much-sophisticated slope at all, mostly flat land. Even though there was no cut-off and good language, there was hardly any décor at all. You missed out here.

OTHER – 3/5

+1 Good loading time and no lag
-1 It’s not very evident there’s a pipe beside the pipes that are attached to the wall.

OVERALL – 9.25/20

The level really needs to be touched up. First off, give yourself some more space and add some enjoyable platforming challenges. Not just frolicking around to grab some red coins. Add some slopes, put more décor, and work on lasting appeal. Something we as the players can take from your levels and incorporate into our own.

That’s it,

-SuperMIC


Darkblaze’s Skyhigh series (it’s a suitable name)

Spoiler: show
Skyhigh Fields


First level: 10.5/20
Second level: 11/20
Overall: 10.75/20


Spoiler: show
FUN – 4/10

It was... okay? The level was pretty normal… there weren’t really any perks that made it stand out. The platforming was okay, albeit it was like about 10 jumps… It was solely platforming challenges, and it just was solid. The red coins weren’t hidden all that well, and again, it was just… meh.

GRAPHICS – 3/5

The graphics were… nice. I liked the use of decorative blocks, and there was no cut-off. There was only suffice décor, and I really would’ve wanted more. I also would’ve preferred more tile variation.

OTHER – 3.5/5

+1 Good loading time and no lag
-0.5 Minor theme rule violation – red coins in the air does not mean Sky

OVERALL – 10.5/20

Yeah, it was just okay… The main aspect you really need to work on is FUN. A few jumps don’t make a level fun. Neither do red coins. You have to make a challenge that is… well, enjoyable. Vary the type of challenges as well. You could add even more décor, and vary the tile choice. Work on the sky aspect too, please.




Skyhigh Forest

FUN – 5/10

This was about the same as your other level. There were more platforming challenges, but again, there wasn’t anything else and really the platforming challenges were rendered useless by giving us the Hover FLUDD. It was another short “find the 8 red coins” level, and that was pretty much it with the level.

GRAPHICS – 2.5/5

The graphics were also of the same complexity. You need more tile variation, but there was no cut-off and you had enough décor. However, this time, you were really missing out on slope; I didn’t see much of it.

OTHER – 3.5/5

+0.5 Good loading time

OVERALL – 11/20

Again, it was an okay level. You still have to work on adding more challenges, and the lack of challenges could be due to the fact that you aren’t giving yourself enough working space. Add that x and y value. It’ll make a difference. Graphically, you also need more slope and tile variation.

That’s about it from me,

-SuperMIC


MoD’s Such Great Heights Series

First level: 15.75/20
Second level: 17/20
Overall: 16.325 > 16.33/20

Spoiler: show
[u]FUN – 9/10

I liked it! I really liked it. There were a ton of platforming challenges, there was a hinted puzzle challenge in the town, giving a diverse gameplay, and I liked your use of this “journal.” There was just one major flaw, however. With the Hover FLUDD, I could easily bypass the House of Chances and the ebony building, by just using the FLUDD to get on top of the bright house that you use to get to the tower.

But that was it. Oh, and the storyline is really working… but I’m not sure about the same entry in two different places. It was risky, but I’ll let it slide…

GRAPHICS – 4.25/5

The graphics in this level were very nice. Just what I’d expect from Mr. AoF. ;) There was a lot of tile variation, no cut-off, plenty of décor, and your use of tiles to make those trees was very nice! Now, the only things were that it wasn’t as eye-popping as AoF (Congrats, AoF level 2 is my standard for a 5/5 graphics) and the mushroom enigma thing had quite a bit of item cut-off there.

OTHER – 2.5/5

-0.5 A bit of lag

OVERALL – 15.75/20

Yes, a great start to this series! My recommendations? Try to delete some of the enemies. I think that’s the source of the lag. Try and fix the cut-off in the mushroom maze, and call upon your graphics skills to make it even more brilliant than it is now. (Take it a step further. The colours of the things in AoF are what made it so phenomenal for me) You also need some lasting appeal. Something that we’ll take from your levels that we can implement in ours. That’ll boost your “Other” mark.




First note: MOD MOD MOD I’M SORRY I FORGOT YOU WANTED IT JUDGED AS ONE LEVEL. But I’ve already done one review and your level series has taken a full hour to judge. XD I can’t go back now. Sorry.

FUN – 9/10

Aha! MoD strikes again with fun platforming. The platforming challenges were varied, challenging, and most indefinitely fun. I loved how you hid the Hover FLUDD, and the moving block challenges were great. However, I would’ve liked some challenges variation. Some puzzle ones would be great.

GRAPHICS – 4.5/5

Again, amazing job! No cut-off, great tile diversity, plenty of décor, perfect language on signs. But again, I need you to add something more. Something more that really will make this series… itself. It needs something graphically just to make it perk out more.

OTHER – 3.5/5

+1 That was a very interesting and cool ending!
-0.5 Quite a bit of minor lag throughout

OVERALL – 17/20

And a great ending to this series. Here are my recommendations for this part: Again, as I said before, add some puzzle challenges. Graphics are very good, but for a 5/5 you need something more. Just… something more. I don’t know how to express it. Add some more lasting appeal for OTHER marks. Just a cool ending isn’t enough. ( ;) ) Also you should try and fix the lag. It’s probably due to too many enemies yet again.

Great series MoD,

-SuperMIC


MP3 Amplifier’s Hanging Gardens of Babylon

13.9/20

Spoiler: show
FUN – 8/10

I don’t know how or why, but I can just your happy and bubbling personality throughout this entire level. Can anyone else feel this? Or am I going paranoid…

ANYWAY! The level was very nice in terms of fun. You certainly had platforming aspects, however not very many of them. The level did look very big, but in reality I felt there wasn’t much actual gameplay to it. You only really used platforming challenges, but I definitely would’ve liked some puzzle ones as well.

I did quite like the whole “Hanging Gardens” idea, and I think the level really complimented the big idea.

GRAPHICS – 3/5

The graphics were quite nice. I spotted no cut-off, and there was a bit of tileset variation. There was definitely quite a lot of décor as well. The language on signs was perfect.

However, I just don’t feel the decorations really lived up to the “Hanging Gardens” theme. Think about it, the Hanging Gardens are one of the most beautiful things in existence, as so proved by them being marked as one of the 7 Old Wonders of the World. The way you put in décor was good, but it wasn’t very “earthshaking” as the Gardens should be.

OTHER – 2.9/5

+0.5 Good loading time
-0.5 Lag
-0.1 There was a Sky element, but I’m not sure that you showed it clearly enough


OVERALL – 13.9/20

Yes, I thought it was a great level? So here are my pointers: First off, try some whacky décor. Ever checked out Krazy321’s Space Colony? There are some ideas there for starters. But the level I’d REALLY recommend would be MoD and Ven’s “Alignment of Fate” Series (2nd level). It was packed with eye candy and all of the things expected.(That is my standard for 5/5 graphics, by the way) Ask MoD if you want to learn, I’m pretty sure he did the graphics for that level.

Next: Work on gameplay. Add more platforming challenges to add more gameplay into the level. Try out some puzzle challenges if you want. (Actually, go for it! ;) ) Next, as I said before, please try to reduce lag. I really think there are too many enemies.

A very good entry,

-SuperMIC


Pencilmaster’s From the ground to the Sky

4.5/20

Spoiler: show
FUN – 1/10

Erm… sorry what have you just brought to us? A cheap wing cap trial? A LITTLE bit short? I’m sorry? That was just the equivalent of… nothing! That is about a 5-10 minute effort. Just… what was that? I’m sorry…

GRAPHICS – 1/5

Um, you tried. But with the sheer shortness of the level I can’t give you much for just a small section of Earth that was executed solidly. Sorry.

OTHER – 2.5/5

-0.5 Breach of theme for not showcasing the theme much at all.

OVERALL – 4.5/20

This mark brings somewhat bad memories for me. (XD) But anyway, I can’t really even give you any recommendations. It wasn’t a LEVEL. It was just… nothing. Sorry.

-SuperMIC


GMDragon11’s Mario Scales the Earth

11/20

Spoiler: show
FUN – 5/10

First of all… and extreme big no-no in LDing… DON’T USE OFFSCREEN PLACEMENT! It makes the level extremely unfair and just doesn’t make sense. Not good. The level was just okay, I mean, you only used platforming challenges and they weren’t too tricky in themselves.

GRAPHICS – 2.5/5

I liked the tile variation and décor, but I would’ve preferred more décor. There was no tile cut-off, but there was a lot of water cut-off I spotted. There wasn’t much slope. However the language in signs was quite good.

OTHER – 3.5/5

+1 Good loading time and no lag
-0.5 Minor rule violation. I’m not seeing much Sky.

OVERALL – 11/20

A solid level. It was… nice. Recommendations: Please get rid of that off-screen use. It doesn’t make a level good, it makes it annoying. Add more platforming challenges. We don’t want just some jumps across a hillside. Vary the challenges as well, try your hand at a puzzle challenge, see how it goes. Shape up that water cut-off and add some décor.

That’s it from here,

-SuperMIC


Suyo1141’s 15th LDC Entry(Abbreviated as S15LE)

13.75/20

Spoiler: show
FUN – 7.75/10

Yeah, it was pretty fun, in terms of gameplay. There were a bunch of moderately difficult platforming challenges, and it was a very interesting level. However, you only used platforming challenges; some puzzle ones would be appreciated.

GRAPHICS – 2/5

Yup. I think everyone’s already told you what you’re missing out on here, right? Décor. MOAR DÉCOR IS NEEDED! BLAHHH! Oops. Too informal for a formal review. Ahem. So yes, you lacked quite a bit in décor, but there was no cut-off I spotted. I also would’ve liked more slope and tile variation. But the sprite placement and language on signs were good.

OTHER – 4/5

+1 Good loading time and no lag

OVERALL – 13.75/20

Pretty good for a first time LDCer. Here are the things to work on: DÉCOR. Please start with décor. At this stage in your LDing life you have no IDEA how important décor is. Second, switch up the challenges; try a knack at puzzle ones. Add some more slope and tile variation, and add some lasting appeal – things that will make your level stand out from others.

Great level,

-SuperMIC


bowsernotcool’s Earth and Sky

Spoiler: show
FUN – 5/10

It was fun up until the cannon… Sorry, but is this level even possible? I don’t think it’s possible to use a cannon to get to the Shine. In terms of the level overall, I felt it was slightly short. The platforming challenges were nice, although you didn’t change much about the moving blocks or green platforms at all… You used solely platforming challenges.

GRAPHICS – 2/5

The graphics were okay… I mean, there wasn’t any cut-off, but there was not much tileset variation, I would’ve liked more décor, and there wasn’t much slope either. It didn’t really stick out that much for me.

OTHER – 4/5

+1 Good loading time and no lag

OVERALL – 11/20

It was okay. Given that you have one post, it’s nice. First off, try and make the level more possible… that’s what testing the level is for. Next, work on the graphical aspect of the level. Look at my review and see what you need to do.

Those are the baby steps to a great level,

-SuperMIC


The Masked One’s Skyland

Spoiler: show
FUN – 6.75/10

12/20

It was okay, I guess. The level was a good length and you definitely put in some platforming challenges, although the gameplay of it was flawed… you could skip about a quarter to a half of the challenges by going over them… You only used platforming challenges; I would like something different as well.

GRAPHICS – 2.25/5

The graphics… were… okay… There wasn’t much décor, and although there were a variety of tilesets and no tile cut-off there was too little slope and also water cut-off. The language and signs was good, however.

OTHER – 3/5

+0.5 Good loading time
-0.5 Lag

OVERALL – 12/20

It was a nice level. Really, you just need to work mostly and gameplay and graphical aspects. Add more platforming challenges, vary the challenges, and fix the graphical problems.

That’s it,

-SuperMIC


Killswitch’s Frost Lightening

13.75/20

Spoiler: show
FUN – 6.5/10

It was quite fun, even though it was a bit… short. The challenges were actually quite difficult; this isn’t a bad thing, it’s just that there is probably now a narrower range of people that can play this level. You only had platforming challenges really, but again the gameplay was quite smooth and fun. (Although I did die quite a few times. XD)

GRAPHICS – 3.25/5

The graphics were quite good. I spotted no cut-off, the décor was great, and there was enough slope. However, I’m not sure some of the décor fitted the landscape around it. I mean, fir trees are okay in snow, but not the castle-coniferous ones… Maybe a little more tileset variation would’ve been good as well.

OTHER – 4/5

+1 Good loading time and no lag

OVERALL – 13.75/20

I quite liked this level. It shows that even if something is short, it doesn’t mean it isn’t challenging, or a good level. Anyway, my recommendations would be to: Alleviate the difficulty. Make it a bit easier… Next, change the décor. Mainly the trees in the snow.

Great entry,

-SuperMIC


Star King’s Celestial Temple:

Spoiler: show
FUN – 6.5/10

It was another nice level from you. The Shines had, for the most part the same difficulties, albeit they were all quite easy… to put it lightly, all of the Shines’ difficulties were rendered obsolete when you got the Rocket FLUDD. And it wasn’t even hidden well. I think you had some nice variants of challenges, so I’m content with the gameplay.

[spoiler]GRAPHICS – 4/5

Well, you definitely had enough tile variation, no cut-off, enough slope, superb language on signs, and quite enough décor. Where’d you lose marks? Hm, the temple itself was quite bland. I mean, definitely the platforming sprites and tiling were there, but you were missing just decoration in general inside the temple.

OTHER – 4.5/5

+1 NYAN CAT! OH LORD IT’S NYAN CAT!
+1 Good loading time and no lag[/color]
-0.5 Too easy to get secrets (1-ups, etc.)

OVERALL – 15/20

Yes, it was definitely a good level. Here are my recommendations: First hide the FLUDDs and 1-ups much better. Especially Rocket FLUDD, to make the Shine Sprites harder to get. Next, decorate the temple more! Make it more celestial than it really is.

That’s it from me,

-SuperMIC


Volcove’s Stone Tower Temple series

First level: 16.5/20
Second level: 15.5/20
Overall: 16/20


Spoiler: show
FUN – 9/10

Now that is a level. My god, it was great! It was really fun, with a ton of platforming challenges both easy and hard. You really showed effort in your level. However, you did miss out on other challenges, such as maze or puzzle ones. As well, I’m not sure if the lava challenge was possible. The metal blocks fell into the lava too quickly for proper platforming…

GRAPHICS – 3.5/5

Tile variation, great language in signs, décor, no cut-off: All of these essential elements were shown in your level. So why did I take marks off? Well, I don’t think the inside of the temple was decorated as nicely as I would’ve preferred it. I mean, the tiling was exceptional. I just want some more décor. Also, there could’ve been more décor outside.

OTHER – 4/5

+1 Good loading time and no lag

16.5/20

Wow, a great start to this series. I think MoD was saying you’d be in second, but I think you have a good shot at first. Recommendations: Try and make the lava challenge easier for more newbie players (like me. :P ). You could vary the challenge types, and also decorate the inside of the temple more.




FUN – 8/10

This was a great level too. It was just… much more difficult than its counterpart. Again, this isn’t bad, but definitely will lower the range of people that will want/can play your level (just this one). The challenges were definitely very fun, however. The use of moving blocks was great. But again, I want more than just platforming challenges.

GRAPHICS – 3.5/5

The graphics were good. All of the essential graphical elements were there… except for décor. There were a few trees at the beginning but I really didn’t see anything else. So this is where the mark stands.

OTHER – 4/5

+1 Good loading time and no lag

OVERALL – 15.5/20

So yes, a very nice ending to this series. The recommendations are pretty straightforward: everything I suggested last time. So, bravo Volcove.

Very good series,

-SuperMIC
Last edited by SuperMIC on October 16th, 2011, 6:39 pm, edited 1 time in total.
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SuperMIC
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Re: 15th Level Designer Contest

Postby Volkove » October 16th, 2011, 6:39 pm

But... but...

HOW!?


MoD's level review: show
Such Great Heights - MessengerOfDreams

RATING: 15.25/20

FUN: 9.25/10
Fun is something that fits this level quite well, and I am pleased that it deserves a high score in this section. The overall feel is excellent, and is easy to get into without getting bored. The difficulty is a mix of a bit easy and a big challenging, but doesn't veer too far in either direction to be a problem. The platforming aspect is reasonable for the most part, and the storyline aspect fits in without any notable flaws, and even includes Fludd usage, 1-ups and other hidden goodies to keep the player guessing. As such, this kind of recipe simply works well, and I had quite a bit of fun playing through it, even when taking the other problems from other sections into account. Both starting and finishing upon the same ship is a brilliant move in particular. I have to say that the enjoyment factor weakened a little closer to the end of the second section (save the ending), though.
The only real concerns that affect the score a bit:
- The path forward isn't always clear, and possibly allows for unexpected results. The section with the mushrooms is most notable for this; there is no indication (from what I can tell) that you are supposed to fall down there to proceed. Instead, I made a leap to the right and emerged next to the first Fludd, which basically allowed me to skip a significant section (as well as several journal entries) ahead. A few other minor occurrences exist here and there as well.
- The length for the entry, or at least the second part, is probably overkill. It could have cut down on the unnecessary portions a fair bit, which would have improved playability as well as loading times.

GRAPHICS: 3.25/5
Graphics, on the other hand, are a mixed bag for the most part. Where it's good, it is really impressive. Where it is mediocre, it is... well, just that. The negative portions, however, stand out a fair bit. As such, I'll go by each section in order.
I - Very strong start; the ship looks quite genuine, and I'm surprised the sails were set up so well. The fact that the stars / coins are spinning breaks the reverie a bit, but it is a minor issue.
II - Some of the trees, along with dirt clumps, are too evenly spaced / set up to seem natural, which is odd. I suppose that being a new world excuses this somewhat, but it would have been nice for it to appear more wild. Beyond that, it appears to teem with life without over-cluttering too much, which works.
III / IV - The giant trees are what primarily stand out here. The blatant and horrible cutoff, along with the repetition of the same grass tiles for the most part (looks better with more cycling) makes it appear crude at first, but considering what it is meant to represent, it isn't as bad as it could have been. Once you get used to it, it becomes tolerable.
V - The town is nicely set up, and looks pretty genuine. The insides do as well; the water tower near the end is a nice touch in particular, as is the fireplace and log pile. The biggest issue, however, interferes with gameplay: the third house with the bunks and elevator are made with vertical wooden platforms, which have the tendency to 'warp' the player up instantly. Considering the presence of the platform, I'm guessing this is a bug.
VI - It certainly looks like a mechanically operated mine, so it performs its role well while looking natural. I'm surprised that you are able to make good use of those weird background blocks in particular. The moving iron blocks - did you get them to tilt slightly on purpose, or was it accidental? Either way, it fits pretty well.
VII - I can't say I'm fond of the lava cutoff, but since it is more of a steam, plus there isn't cutoff where it truly counts, it is possible to overlook.
VIII - Very nasty problem here: the cannon causes the camera to zoom out quite a bit, and because the level transitions are placed too close to one another, the result is zooming out far enough to see both the background and the transitions on the side. This breaks the reverie entirely, which is a notable negative. It is clearly another bug, and this one could have been easily revealed with testing.
IX - Ah, emerging into the snow. There are a couple instances of minor cutoff, and one in particular can be lethal since a penguin can bounce you into the tiny crevice (I ended up dying because of this once; very annoying!). The golden, disabled coins near the top... not sure what the deal is with those either. I'm guessing lights, but they don't portray that well.
Beyond that, it looks like a pretty reasonable transition. Some variety seems to be attempted for the snow tiles, although it could have been better as well. The effort in this area decreased a bit closer to the end of the section.
X - The blatant repetition of the same snow tiles dominates once again, which makes it appear a bit lazy. Beyond that, though, it certainly plays the SM2 tribute well; those levels were indeed quite fun!
XI - Unfortunately, this is another area where the quality decreases substantially. The icy tiles chosen just do not work at all, as they just do not blend with the snow tiles to any reasonable extent. The attempt was admirable, but it just looked pretty lousy in the end, as the cutoff was far too noticeable. Sorry.
XII - The sudden transition to cavernous / rocky terrain doesn't work quite as well, plus the previous repetition problems remain rampant. The clouds are a bit excessive as well, although I suppose it conveys the need to take to the skies to an extent. Being disabled, on the other hand, throws the player off quite a bit, but that covered in 'Other'.
The meteors did not work at all either. The simple fact that they aren't actually moving, along with the blocky flames or whatever just look terrible.
XIII - Basically floating obstacles and clouds here, so there isn't too much to comment on. There aren't any substantial problems, so it works well for an obstacle-based section.
XIV - More cloudy fun, along with a sky town of sorts. Kind of odd that none of the buildings can be explored, but it still looks pretty nice, even if not on the same level as the first settlement.
XV - The placement for the windows just seems too bizarre to be convincing, plus there is some cutoff with the castle ledge edges chosen for platforms. Metal platforms would have probably worked better here.
XVI - Obstacle based escape scene, huh. The over-sized block chasing the player is rather ugly, since the individual pixels can be made out rather easily. Beyond that, there isn't much to comment on, since it is largely obstacle-driven without much focus on the aesthetics.
XVII - Although the last few sections have been weaker in quality, it ends on a strong note for certain, between the shrine and where you land with the shine.


OTHER TOUCHES/BUG REPORT: 2.75/5
- Fits the theme of the contest. +1
- The exploration-based theme is quite interesting as well, and it certainly provides a more unique interpretation for this theme, and the music helps set the proper mood to boot. +0.75
- The journal entries littering are a very creative add-on, giving more life to the level. The fact that it does this in a manner that seems so natural is fitting as well, versus trying to force it in as other levels do. However, the small text, while necessary to fit the full entry in a single sign, is rather difficult to read when combined with the font. Perhaps the content should have been condensed in favor of a larger font?
The fact that it is inconsistent with part 2's style stands out as an oddity as well. +0.5
- Considering the levels' sizes as well as your commenting, it isn't surprising that there would be lag. Between the significant loading times and many sections that simply had too much packed in (the snow section with the cage bridge as well as the tower climb caused a drop to only 6-8 FPS), it is simply too much at times. Needless to say, it isn't pleasant. -1
- There are many areas where enemy placement could have been done better as well. Between bullies that don't serve any actual threat (can't push you anywhere and can't be knocked away either, plus one sits right next to a level transition and is capable of forcing you back without a reasonable opportunity to react), wingless skelegoonies confined to minuscule areas (they can't walk uphill, apparently) and penguins floating atop Fludd boxes (making it rather annoying to reach said Fludd), and a few other minor problems, it proves that the situation could have been improved upon. A bit of testing goes a long way. -0.35
- You already noted it, but the lack of a checkpoint system is a notable burden. It isn't much of a problem with part 1, which is shorter and doesn't contain a significant enough level of difficulty that justifies it. With part 2, however, the length and difficulty should allow for at least one to make the player's life easier. -0.5
- The flight section has a noticeable flaw as well. There is no indication whatsoever that the clouds are disabled (not even in the log), and following one's first instinct of relying on them as a jump start of sorts basically results in instant death (followed by a long, arduous trip from the very beginning). There REALLY should have been something to hint at this. -0.4

Final Comments:
Phew, that took a while!
When it comes to the good points of the level, it truly shines beyond most others. However, the negatives are rather evident, and they are what serve to drag down the score to something closer to the average mark. Had even half those flaws been addressed, it would have easily won, but as it stands, I'm not so sure. It is impressive, of course, but I just cannot ignore the problems that stand out to me. Maybe the other judges will be more lenient in this regard.


(edit: typo correction)
Last edited by Volkove on October 17th, 2011, 6:56 am, edited 1 time in total.
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Re: 15th Level Designer Contest

Postby MessengerOfDreams » October 16th, 2011, 6:41 pm

I.... am probably just being picky, but I think the judgings would have been drastically different if SMIC didn't try and make everyone do puzzle challenges in their levels. o.o

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Re: 15th Level Designer Contest

Postby Doram » October 16th, 2011, 6:46 pm

MoD, the scores I got (and put into the table) were all yours except for your level which was Volcove's. I got no reviews marked as coming from Megaboy.
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Re: 15th Level Designer Contest

Postby MessengerOfDreams » October 16th, 2011, 6:54 pm

Works for me. Judgings coming up.

First Batch-Karyete thru... the level before MMMario, and SMIC's level: show
SuperMIC

Fun: 8.75/10

This level is practically a whole game, or at least the beginning of one. And what a good game it is shaping up to be. The puzzles are great, the platforming is cool, even the initial sky elements and the simple moments have their charm. Very bombastic and, if continued, should be remarkable.

My one complaint is that it is merciless. It's long as hell with sparse checkpoints and little chance to regain health. I don't want to either start from scratch every time or have to move my start position 2000 blocks away. Give us a break.

Graphics: 5/5

Flawless. All I have to say.

Other: 2.25/5
-2 for being incomplete with the second level's DQ.
+.5 I'm honored that the entrance to MoDtana has a basic platforming section that reminds me of my initial good levels.
+.75 The plot itself, including the rhymes, deserve special praise, as they are top notch.\

Overall- 16/20
As a complete level, it will be remarkable. As it stands, it is still good



Karyete

Fun-7/10

While it doesn’t win any innovation awards, it’s a solid platformer that has some challenge without being toolishly hard. I rather enjoyed it. There is, however, a generic air around it, it lacks a je ne sais quoi (a term I just learned from Doram) which means it doesn’t feel exceptionally appealing for whatever reason. It needs just a little oomph to give it more of a memory in the player’s minds.

Graphics- 3.75/5

It does have skilled tiling and adequate decoration, and I particularly liked the wooden platforms in the sky. However, the lack of originality shows up again and prevents it from looking exceptional.

Other Stuff 2.5/5

-1 Those two thwomps actually crashed my browser every time I tried playing it. Seeing as they were useless a simple playtest should have told you that, hey, these aren’t a good idea to have in the level!

+.5 Nice coin challenge.

Overall: 13.25/20

A solid but forgettable level.

King

Fun: 7.75/10

While not as fun as your last level, it was still a solid entry and a continuation of your talents, showing that you truly are not a one hit wonder. I enjoyed the challenge, it was balanced between easy and frustration perfectly at a playable balance, which you especially have to do for red coin levels seeing as you have to restart from scratch everytime.

Graphics: 4/5

Not a total knockout, but you did a good job. You actually made the sky level look good, which, for the record, is quite hard to do.

Other- 2/5

-.75 The last wing cap portion was impossible. You can’t actually turn around and go up all of a sudden like you anticipated us to, and trust me. I’m a wing cap pro. The fact that there was the island next to it where you land with the shine threw me off and I was trapped there. It needed to be planned better.

-.25 Cannons don’t shoot into Sling Stars, they shoot through them and you can’t sling through the star. Oftentimes this wrecks your shot, and it’s harder to get to the clouds. Not a huge deal though. Just remember, playtest.

Overall: 13.75/20

It was a solid level that showed you do have true skill. Just remember to bugtest next time.


Chessplayer

Part 1

Fun: 2/10

This was simply dull. Boring platforming with nothing original or interesting overall. I simply didn’t like it- my sister could have made a level more entertaining than that.

I’ve said this many times- playtest this level and see if you enjoy it. And if you do, be sure to try legendary fun levels, like those by 24Murph or Volcove or anyone in the Level Designer Tier List. Try and reach those standards just a little bit. Be inspired. This series was incredibly uninspired.

Graphics: 1.5/5

There was no decoration, and often there was cutoff. The cutoff was sparse, but overall, to quote Nina Garcia, “It looked sad.”
(I urge you not to look Nina Garcia up. I like to pretend I have my manhood. ;) )

Other: 1.5/5

-1.5 I’m pretty sure you were told in chat or by someone how to fix the problem in the first level. If not, browse around, in any of the stickied topics there’s been told a way to fix it. And even if that’s hard to find, experiment! Find it our yourself! And if not, IMPROVISE! Fix the level so that it at least concludes properly! Even a shine sprite would have made it a bit better! There’s little to no excuse that it should have ended like that.

Overall: 5/20

This level literally left me with a bad taste in my mouth. It was simply depressing, to be frank.

Part 2

Fun: 7.25/10

Now this is more like it. Where was this guy during the last level, huh? Since I started out doing a lot of sky-only levels with platforming (actually won a ribbon for it in the 7th LDC) I have a fondness for well done levels of the same type. This was one of those levels.

It wasn’t perfect, though- some parts were confusing and too close together to distinguish a path, and at some points it was unnecessarily hard. But overall, it’s fun to play and it brings me back to the good old days. Levels without tile or decoration are hard to do, but they’re doable. And you did it.

A note: Multiple paths can be good sometimes, and it was a good idea here. However, since the two basic ideas are in both directions, it’d have been better to just make one longer path. Respect for trying, though.

Graphics: 2.5/5

Now I’m trying not to be too hard on this because no-tile levels aren’t supposed to look good. But they should look a bit synergistic. There was no flow to these levels, and things were quite cramped. It looked okay for what it was, but it lacked an organized, clean flow.

Other Stuff: 3/5

Overall: 12.75/20

A much better level than the last, although it still needed refinement.

Series combination total: 8.75/20 (Approx)

The first part held you down but the second was a nostalgic tribute that I enjoyed.

Master 1.0

Fun: 8.75/10

I don’t think I’ve ever played a level quite like this. It’s rather remarkable. As I’ve come to find is common of you, the storyline and dialogue was awesome and fun, and it truly felt like an adventure you were compelled to finish. The graphics even attributed to the fun.

Graphics: 4.5/5

Amazing. You’re a master of tile formation and the incorporation of tile disablement was finally mastered in a professional way. It was phenominal and actually made it fun to play, although one could say it was kind of overdecorated, a bit expositional, like you’re trying too hard to impress. But it looks great and totally original.

Other- 2.5/5

-.5 The boss was actually very underwhelming. It was made up to be the ultimate evil and all we got was Blablob’s eye named after JSlayerXero.

-.75 The compliance to the theme is questionable. It doesn’t have an earth and sky feel, it has a feel of a Master level, but Master was forced to use Earth and Sky.

+.5 I have to give you Kudos for using blank blocks and making them look good.

+.25 for good, if not completely useless, lightning.

Total: 15.75/20

It was a remarkable level, if a bit too “HEY LOOK AT ME” and lax on embracing the theme.

NWorlds

Fun: 8.5/10

You surprised me, N. After last LDC’s level which was very mediocre, this level was actually quite fantastic. While I must say the platforming was a bit repetitive, it was great platforming. Where was this guy last time? ;) You calculated it so that the platforming was hard without being frustrating. Bravo.

Special praise has to be set aside for the secret shortcut- the platforming’s difficulty increase was appreciated but still not a total f bomb fest. It also felt like a true Mario game, sneaking around like that. A very fun level that I did not expect.

Graphics: 4.5/5

It looked great, even the sky portions! The decoration was subtle yet appreciated, and the tiling was pretty good as well, although a bit too geometric.

Other 3.25/5

-.25 To be able to see the tiles at the beginning would be appreciated.

+.5 The music choice was great!

Overall: 16.25/20

…that’s pretty crazy. This is the second highest score I gave out, with only Volcove above it. That’s pretty damn cool, kid. You did a great job.

Blue Fanged Fang Bat

Fun: 7.25/10

The level itself was fun, but the thing is, you set us up for something more, i.e. a tall mountain. The level was shorter in height than most of the other levels I’ve ever played and only half of it was the mountain.

But who am I to complain? Solid, good challenges and platforming. Bravo.

Graphics: 4/5

The graphics look good and coordinated but they were a bit too much at a lot of places, with too much vegetation. Balance it out.

Other: 2.75/5

+.5 Particularly good adherence to the theme.

-.75 More enemies and coins that necessary. Much, much more.

Overall: 13.75/20

It’s a good level, but push the boundaries of the mountain and the playing and less on the plants and graphics. Find a middle ground and you’ll do just fine.


Everyone else. I am very, very, very, very sorry, Volcove.: show
Hey, Buff. I finished everyone Megaboy says he didn't judge except for SMIC, who's second level I couldn't load. (All the better, seeing how much I pimped him and Master to win, it'd be kind of unfair to judge.

Enjoy!


M M M M M M Mario

Fun-6/10

I think that, unfortunately, the best word to describe this level is ‘average.’ You didn’t do anything to separate this from any old level. It was basic platforming fare that is done very often. I will give you credit for doing a decent job, and the level did have its moments. As a whole it was good, but it wasn’t original or memorable.

Graphics-3.5/5- As a whole, the graphics weren’t incredible, but you did have some nice tilework in there at some places (the lava room comes to mind.) Having the fire field background didn’t help anything, especially with the snow.

Other Stuff- 2/5

+1 I was really impressed with the koopa jumping segment with the cave tiles. It’s very hard to pull off a successful Koopa Jump like that- even I have trouble with it. It was seamless and by far the most enjoyable element in the level.

-.5 One of the Red coins was so close to the ceiling that I couldn’t see it and missed it often. The forced restart of the level didn’t help anything.

-.5 Watch your snow tiles- the ones you used program you to slip all the time. Sparingly used they are helpful as obstacles but with a whole stack of them in one place it is near impassable.

-1 VERY Underwhelmed by the sky element. Entirely unoriginal and a complete letdown.

Overall- 11.5/20

It was heading in the right way but technical difficulties and overall unoriginality bogged it down.

MP3Amplifier

Fun- 9/10

Woo. That was a trip. It was nicely laid out, long without being too long, fun to explore and overall a fun, rewarding trip. Not much out of the box thinking, but it was a very enjoyable level. I would play it again. Also, I liked how it was challenging without being hard. It was very hard to die, in fact, I didn’t at all. But it still had plenty of platforming goodness challenge, which I appreciated.

Graphics-4.25/5

The level looked good as well. I don’t think the straight lines and square structures made it look very natural, which is my biggest complaint, but it was nicely decorated, felt like a garden and the hanging function was pulled off simplistically as well.

Other Stuff-2.25/5

-.25 “No man made structures remain” sign right next to an unnatural, mechanical block? Your editing lacks continuity.

-.5- There was a part in the snow, a gap with a blue coin in it and a platform to get back up. There were three penguins stuck in that hole (2 fell in after me) and no way to reach the platform without dumb luck. I spent a good three minutes trying to get to that platform and stay on it. The single most aggravating thing ever to uselessly happen to me in a level.

-.5- There was some considerable lag in the level, and while usually this is faultless, there was a big, obvious cause for yours. You stuffed waaaaaaay too much into transitions. The layout is cool, but there was half of a decent sized level stacked up on top of itself in a few transitions. You need to learn to space it out so the level is usable.

+.5- In my opinion, underwater segments are a drag. But you managed to make a pretty clean underwater segment that wasn’t unnecessarily hard, lacking in coins to breathe, or aggravating. Props for that.

Overall-15.5/20

While it had its technicalities and lag, a fun, enjoyable level with an interesting layout like this is a solid entry which is very likely to get a solid placing in return.

Pencilmaster

Fun-3/10

There was literally nothing in there except a wing cap section. That really killed my hopes for this level. As for the trial itself, the clouds made it hard to fly at all when you kept landing on them, but I don’t know whether to consider that bad testing or a decent skill test.

Graphics- 2.5/5

What there was of graphics was actually quite nice. But there wasn’t much at all, really.

Other Stuff-1/5

-1.5 The earth part was not utilized at all and this level only slides Disqualification by technicalities.

-.5 Much too short

Overall Rating-6.5/20

This seems like one transition of a level, a minute percent, instead of a whole level. Had you incorporated a lot more, it may have actually been pretty decent.

GMDragon11

Fun-7.25/10

I always thought you were an underrated force in level designing, but looking at this level, I didn’t expect it to be this fun. A good chunk of it was basic designing fare and platforming, but I’d be lying if I said I didn’t have fun with it. It reminded me a bit of New Super Mario Bros, some portions did.

I am a believer in the rule that every part should have a rhyme or reason, though, and the blue building in the sky hardly counted. Also, the sky element as a whole was very much underutilized. If I had seen more of that, this would have gotten a higher score. I also think that you would have pulled off a larger sky portion very well.

Graphics-3.25/5

Weak at some points (lava section), strong at others (desert, snow section) so ultimately it levels out. I really do think you did a bang up job at the snow section, though.

Other Stuff-2.75/5

+.75 I was impressed at the execution of the going under the level part of the snow. I didn’t expect it to work at all, and it worked well. Props.

-.5 However, there were points that the red coins were unfair, specifically in the water in the sky section where you would have to die to get that (not even that you’d know how to get it.)

-.5 At the end of the level it shouldn’t be an inescapable section if you didn’t get all the red coins. Proper transporting back to the beginning of the level would have been much appreciated.

Overall-13.25/20

Despite the low score, this was a valiant entry with some notable flaws.

SuYo1141

Fun-7/10

You toted this level as the worst in the LDC. I’d have to disagree. While it certainly is no contest winner, it is pretty good for someone taking their baby steps into Level Designing. Granted, there was a lack of enemies in the ground portion which would have been appreciated but the sky section was very fun, and I enjoyed it a lot. I miss platforming simplicity like that.

Graphics-3.5/5

Graphically, the majority of it is boring, as is to be expected from someone who is new to the LD. It would have majorly benefited from some decoration like trees, but I actually have to commend you for the tiling in the bottom layer of the earth. It’s a good start. Also, no cutoff.

Other Stuff-4/5

+1- One thing I can honestly say that you’ve done that no one else so far has is to have an error free level or a level with significant letdowns. Perhaps this is due to its simplicity but there are no timing errors, no cutoff, no mistakes, just a confessed skill gap between other entries.

Overall Score-14.5/20

Even though it is simplistic, a lot of its charm and success comes from that. Good job, and keep heading in this direction.

Bowsernotcool

Fun-7.5/10
A nice, mostly clean play with just the right amount of everything. It’s casual, nothing over the top, but that’s actually pretty acceptable here.

Graphics-3.5/5
Although it felt incredibly cramped, it was graphically sound as well. Nice amount of decoration and good tiling.

Other-2.5/5
-.5 Some of the jumps and elements (koopa jump, cannon shoot) were a bit rough around the edges and hard to pull off with success- not because they were hard but because there were seams in their design.

Overall- 13.5/5

A nice, simple play with no big tricks but one that could have used some fine tuning and esthetic tweaking.

Oranj

Okay, first off. It’s incomplete. Yes, I’ve covered that. Get that out of the way. Some considerable points taken off in other points. Okay, we got that done. ANYWAY, to review the level aside from that.

Fun-8.75/10

Woo! That was a rush! I highly enjoyed the pacing of the platforming and other elements of this level. It was fast paced for those (like me) who want a challenge but still lenient to less experienced players. And the level was fun. I enjoyed dashing through it. Like I said, platforming was excellent and there was enough sky element available to consider it a sky level (although it was technically underutilized)

Graphics-4.25/5

While it had some parts that needed touching up (lava section) or sprucing, it looked good, sometimes great.

Other Stuff-1/5

-2 for incomplete level (which I’ll lump in misplaced start point to as well since it’s a casualty of its incomplete state)

-.5 for excess music choices- I mean considering that we’re spending 2 minutes max per section do we have to go back and change it every time? I pretty much said “Kiss it, I’m not doing that” and turned on some Thom Yorke and played it anyways.

+.5 for good concept. Why has no one thought of that before?

Overall-14/20

Do complete this level some day. It’s a lot of fun, looks great and has little technicality issues. (I’m still casting for WITBLO2011 :P)

TheMaskedOne

Fun-2/10

There are average levels, and then there are levels that are a drag. This is one of the latter.

This level is one of my least favorite kind of levels in general- the take-different-themed-tiles-and-do-little-unorganized-segments-with-them-and-call-it-a-day. As usual, it was not pulled off well. The segments were arduous and boring, and completely unoriginal. Not to mention it was glitchy and unfair- the clock zone, for example, had just everything piled into a mishmash of a cry for help.

The best way to be a good level maker is to play levels. Find out what makes a good level from others. Find out what ticks you off in a level. And then test yours, see if you’re having any fun in your level. If there’s any glitches that cheated you out of a win. This level needed it, as it was obviously not playtested at all.

Graphics-2/5

Bland at best. And at its worst, disorganized, hollow and untended.

Other-1.5/5

-1- The warp pipe did not work at all. I had to move the start point to a place I presume the level led you.

-.5 The clock portion was only passable by a godsent blow from a pendulum.

Overall-5.5/20

I assure you that if you tried this level yourself that you would have gotten the same amount of enjoyment out of it as I did.

Killswitch

Note: I can see that you included a balance of earth and sky from this little bit of a sample, including a shine sprite, so I’ll judge this as if it were a small level.

Fun-4/10

This looked very promising, like a good sky course, but you suffered a big problem- bad platforming connectivity. It was often extremely hard to impossible to make some of the jumps. Either an enemy got in the way or it is simply too high. It seems to me that you forgot a FLUDD as I had to add one just to make the jumps.

And even beside that, even with the FLUDD, it was simply dull. The elements were uncreative and even the ones that tried were a drag to play. I know you can do better than this, but even if the level was completed this part would have been just as meh.

Graphics-4.75/5

The Graphics are pretty damn amazing, though. The plant chain caught my eye- absolutely brilliant. What little tiling it had looked incredible as well. And even the sky portion wasn’t that bad.

Other Stuff-3/5

-1 for disproportionate Earth/Sky levels- too little Earth portion but this can be attributed to the incomplete level.

+1 …wow, a Killswitch level that didn’t kill my computer with lag! WOW!

Overall: 11.75/20

For 7.5% of a level, it was pretty cool- however, it was obvious you hadn’t playtested it or ironed it out.

StarKing

Fun: 8/10

It’s hard to make a multi-shine level work, and you did a good job. This is the first multishine level since Krazy321’s space colony to have worked successfully. The theme was evident for the level, and it was nice, polished and would probably fit well in SM63 itself.
It wasn’t as engaging as I would have hoped, and it was easy to bypass troubles with rocket fludd, but overall I enjoyed it. It was an enjoyable, professional accomplishment.

Graphics: 4.5/5

While not an explosion of perfection, the graphics fit the theme subtly, simplistically and beautifully. It felt like what you were going for in every way. That rarely happens.

Other- 2.75/5

+.25- the bonus Nyan cat seemed like a desperate ploy for points. But what the hell, it was cool.

-.5 Bullet bill spam. When you have way too many bullet bills, not only is it incredibly hard, but it’s also a sign that you can’t creatively make a level difficult.

Overall-15.25/20

It’s a strong entry that feels very professional, but it just needed a bit more intrigue factor.

Volcove

Fun: 9/10

Eh, sorry Volcove. You tried, but unfortunately you’re probably not going to be getting the 5th place you wanted. You did too good again.

Disappointingly, the challenges were expertly presented. The first level had enough of a challenge factor that it wasn’t just a boring setup for the second half. The inversion itself was spectacular- a pity, really. StarKing hinted at the possibilities himself in his level Wet Cave but you fulfilled the idea and made it wonderful. Sorry.

On the bright side, it was frustrating at some points, and confusing at some- specifically the falling block part in part two. I had to play that part at least 15 times before I got it- a sign would have been nice but luckily you didn’t include one.

Also, the SMW vibe you seem to carry with you has crossed over to here. You’d make a good SMW hack, I’d imagine.

Overall, the level was just too good to get you into the placing you desired.

Graphics: 4.25/5

Luckily for you, it was a bit monotonous in color. Unfortunately, that’s hardly a complaint as the graphics carried the feel you wanted very well. It felt exactly like a temple in the sky, and it looked grand. *sigh*

Other-4.5/5

+.5 for good background music- it does feel like a Zelda level, actually. Is that what inspired it? (n00b speaking)

+1 for being one of the few to healthily incorporate both Earth and Sky.

Overall: 17.75

Sorry, Volcove. It looks like you’re winning this one. Put less effort into your levels next time, and you should be good.

DarkBlaze

Skyhigh Fields

Fun: 7.25/10

I think people underestimated you as a designer- you get bad rep sometimes but you’re actually really good. The level was a nice, clean platformer. None too exciting or new, but it was a good platformer. You’d have done great had you entered last contest.

Graphics: 4.5/5

Graphics were clean as well. You incorporated tile layering as presented by Nin10mode very well.

Other: 2/5

-1- the sky element as a whole was very poorly presented- you did little in the air other than rocket to red coins you couldn’t see.

Skyhigh Fields overall: 14/20

A nice, clean platformer that would have done great last LDC (well, other than the red coins) but doesn’t quite fit this LDC.

Skyhigh Forest

Fun: 8.5/10

Red coin levels are a pet peeve of mine. For one, when you die you have to restart from scratch and they’re usually poorly presented. However, this one was an exceptional red coin level. It did have its annoyances (enemy spam) but the platforming was, again, good, and it was fun to experience. You know what you’re doing.

Graphics: 4.5/5

A bit over-vegetated but it looked gorgeous. A decorator after my own heart.

Other-2.5/5

-.5 There was bullet bill spam- the ironic thing is that while usually this is a game-ruining cheap challenge, this time it actually helped me cheat past a part of the level.

Skyhigh Forest Overall: 15.5/20

A great red coin level that would have been better after it had been ironed out of its glitches.

Skyhigh Series Overall: 14.25/20

Note: I subtracted some points out of the total because as a series it didn’t feel quite as cohesive as it should have been. If you had coordinated them better, your score would have been 14.75/20

Series overall: These really felt like two separate levels, but for what it’s worth they were two very good levels.


And that's the game. I am very, very, very, very, very, very, very, very, very sorry, Volcove.
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Re: 15th Level Designer Contest

Postby Chessplayer » October 16th, 2011, 6:55 pm

So when's the next LDC?
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Re: 15th Level Designer Contest

Postby SuperMIC » October 16th, 2011, 7:01 pm

BUT THE PUZZLE CHALLENGES MAKE THE LEVEL BETTER. I just want different challenges. :<

Four's Desert Oasis didn't get such a high WITBLOAT mark from me for nothing. And 5/5 graphics? I'm the one that should be honoured, MoD. :)
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Re: 15th Level Designer Contest

Postby Chessplayer » October 16th, 2011, 7:08 pm

One more thing. Could I please have some advice on what to fix in my levels. I plan to by the 16th LDC to have enough skill to get THIRD worst place. (It would my best rank yet! :D )
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Re: 15th Level Designer Contest

Postby MessengerOfDreams » October 16th, 2011, 7:11 pm

I can't tell you much. Our levels can.

Check our Level Designing Tier in a bit (I'm editing.) You'll see the designers you should immediately play levels from. Find their levels and play them and be amazed.
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My Most Recent Works: show
I switch my signature a lot. If you wanna see some of my past ones, here you go.
Silent Conversations and a Crow's Final Song!
My latest story, and one of my personal favorites. A girl bound in silence finds the words to say to her prospective girlfriend as they visit her religious father in a dusty town on the edge of Kansas, where the crows' migration south brings forth anchored memories, the path to resolution, and a new start.

Form (25quared)
This might be like nothing you've seen before.
Updated Works! Some of my past best and current stuff: show
Writing Works!
Fanfic: Shut Up and Dance
why do I write so much about dancing you don't dance you've never danced in your entire life
lying little ♥♥♥♥ with your ♥♥♥♥ story ♥♥♥♥ you
also Diddy/Lucina <3

Fanfic: Worth a Thousand Words
Because the world needed a Samus/Dedede story
Fanfic: Ecstatic Silence
Just wanted to write and ♥♥♥♥ like this happens, you'd think I'd know better.
Fanfic: Far From the Edge
It's a dance that's been a long time coming for a brand new man and an unchanging woman, but once one takes the plunge there's no falling back up.
Original: Jealous Ghosts of the Mississippi
The story of Rachel meeting Amber after a lifetime of silence and being shunned
Original: Your Hand in Mine
One of my most personal stories about a dangerous romance. Now to be published in a college lit journal!
-------------------------
Recent LDC Work:
Level Series: Leaves From The Vine (ft Star King)
For the 29th LDC, a theme of grassland taken through the growth of our designing society. Won the 29th LDC!
--
Levels at Large:
Level Topic: Collection of MoD's Levels!
If you've ever wanted to see any level I made worth a damn, go here! From the quiet 14th LDC entrant Finis to the megasmash level series Dark, you can find links here!
"You were always a revolutionary, now there's just less of a chance of you crying in the corner." ~Ridder
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Re: 15th Level Designer Contest

Postby Chessplayer » October 16th, 2011, 7:13 pm

MessengerOfDreams wrote:I can't tell you much. Our levels can.

Check our Level Designing Tier in a bit (I'm editing.) You'll see the designers you should immediately play levels from. Find their levels and play them and be amazed.


Amazed? Well, I was going to go with "Worthless by comparison", but ok.
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