Re: 22nd Level Designer Contest

Posted:
December 24th, 2012, 9:05 am
by MessengerOfDreams
Saying that to someone who has both anger issues and autism is pretty much a useless excuse.
Re: 22nd Level Designer Contest

Posted:
December 24th, 2012, 9:08 am
by Megar
This is exactly what I'm talking about.
Re: 22nd Level Designer Contest

Posted:
December 24th, 2012, 9:09 am
by lordpat
MegaR wrote:This is exactly what I'm talking about.
Mega, I understand how angry you are now. Insulting MoD will lead nowhere. You need to chill out a bit, or else you won't be able to discuss about anything.
Re: 22nd Level Designer Contest

Posted:
December 24th, 2012, 9:52 am
by Yoshi Boo 118
Melty Magma Lair-Mega
Total: 12/20
Fun: 5.5
This level was enjoyable, but I felt it was too simple. With this level not being too difficult, showing the Invincibility Stars wasn’t really necessary for such a small area to explore. I just thought you could have made the level longer or add more challenge. At least what you did have was nice, with a good variation of enemies and the tile spread-out.
Graphics: 3.5
This level seemed too barren of coins from what I saw. You could have added some more in areas that lacked items. It just made the area feel too empty.
Other: 3/5
Nothing special to comment on.
Overall this level is nice, but can be improved in multiple ways. Coins can be added, and the level can have a bit more challenge too.
Meteor Ravine- Arceus
Total: 14.5/20
Fun: 7/10
This level was fun to play and was constructed fairly well. I do like the different paths you can take, as well as the inclusion of a secret area. There was a fair amount of challenge included as well. Perhaps it would have been nicer if you made it longer, but it was enough that it wasn’t such a big deal to me.
Graphics: 3.5/5
I know how people add top tiles in with the below-ground tiles to make it look like it has layers and look cooler, but to me I don’t like the way it looks with Cavern tiles. I also prefer Top tiles to be under the lava. It looks strange when lava simply touches other tiles below it. But besides those things, the background items were spread out enough to make the level look neat.
Other: 4/5
+1 The Street Fighter music makes the level much more exciting.
This is a good level, and with a few graphics fixes it can be improved greatly.
In all honestly these were nice levels. I didn't really try out much of the others so I didn't have much to compare it to, so they might have been different had I been a full-time judge.
Re: 22nd Level Designer Contest

Posted:
December 24th, 2012, 9:55 am
by MessengerOfDreams
Okay, looks like I'm spending Christmas eve defending my beliefs on where production and judging ♥♥♥♥ the pooch. But hey, I does the crime, I does the time.
1) I think everything up until the deadline went smoothly, so props for that.
2) But you never ever ever just go out into an LDC and say "I played so and sos level. It sucked." "Especially before the results, especially when you're a judge, especially when you lead the LDC, and especially so offhandedly rude. Nwolf should have kept his mouth shut until after the LDC and everyone else shouldn't have hoped on that train with him. Not only is it unfun and unprofessional to just start ganging up on someone after they finish their level, it's even more so before results are announced. I don't care if it was a contender like Amp or a last-placer like koolkid, it's not okay. Ever.
3) I certainly didn't help things by pranking N with the results. Bad me. Baaaad.
4) There were definitely problems with judging. One, just because you traditionally don't like some elements in a level doesn't mean you should automatically let it cloud your judging. If you're not a fan of puzzle levels, don't punish a level for being a puzzle level. This has been a constant, famous problem within judging, such as SMIC punishing for levels not having enough puzzle, and Star king for levels not having coins or 1ups or even Buff for not liking story level. If you don't think you can let personal bias go while you judge, DON'T JUDGE.
5) You don't actually give people tons of points for praising Nwolf! He was joking! Even if you found it funny, it doesn't constitute two whole points! That's ♥♥♥♥ and when you take that ridiculous bit out or lower it to a reasonable point five points, you knock down poor Kaboom several places. The fun and graphics part of the level and the enjoyment therein should be the primary gathering of points.
6) Quit being so vague. From a good amount of judging I couldn't tell what people liked and disliked about the level. "It was odd", "It was ehh", or "It looked off" don't give people the slightest bit of critique.
7) Don't hire a new judge without testing them with a couple of judging. I don't know why Arceus was so low, but I don't know if he was properly vetted, and he needs to be. He hasn't properly proved himself capable of a position, and I did the same with Nwolf and others.
8) Amp, don't give out medals before we are clear on everything. Places look to change and only Suyo only has the ability to delete medals.
9) Don't flip your ♥♥♥♥ just because someone isn't happy with you. Good luck with that Anti-MoD campaign, now that, you know, I have no position of power.
There was simply an embarrassing amount of flaws, and everyone, MYSELF INCLUDED, shares the blame.
Re: 22nd Level Designer Contest

Posted:
December 24th, 2012, 9:59 am
by KevinOC
glad to see i placed so highly no please it's ok I insist that you all be pedantic dildogobbling ♥♥♥♥ it's fine by me.
wwooooo
Re: 22nd Level Designer Contest

Posted:
December 24th, 2012, 10:04 am
by Megar
i'd complain again but cba
Re: 22nd Level Designer Contest

Posted:
December 24th, 2012, 10:18 am
by Yoshi Boo 118
MoD, I understand what you're saying about bias, but isn't variation on one's thoughts on a level the reason we have multiple judges in the first place? I know that there's a line that can be crossed when personal opinion gets in the way of a good level, but I think that there should be enough judges to have checks and balances on what the consensus is for a well-rounded level.
MegaR wrote:TIL I need moar coins
With the whole item placement thing...I'm sure I'm not the only one who agrees that adding objects in a level that you can interact with makes for a much more interesting experience than a completely straightforward level. And that was not the sole reason you didn't get a 5/5 on graphics. The scenery didn't stand out in a way that made me think, "wow, this is a standout level in terms of appearance". But that's just my take on it.