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Re: 23rd Level Designer Contest

PostPosted: March 22nd, 2013, 1:26 pm
by lordpat
MessengerOfDreams wrote:I love a cup of irony. Lordpat was upset that Buffooner's one bad judging kept him from winning the 21st LDC. His judging for J/Nan kept them from winning.

I'm so happy for everyone, but especially the new winners. Triple J, I knew you could do it. I've been a fan of yours forever and have been waiting for you to break into the scene. And damn, J, I'm stunned at your sudden comeback and Nan you too!


To my defense though, Buff gave me an 11/20 when the other scores were 16-17. I gave them around 15 to both when their scores were around 16-17 too.

Re: 23rd Level Designer Contest

PostPosted: March 22nd, 2013, 1:34 pm
by Venexis
Blip. Judgings. I judged a decent bit harsher than ever before, so I'd recommend reading the top spoiler before thinking too much of it.

Judging Style: show
In this section I’ll outline my judging criteria, because I’m doing a slightly different but (in my opinion at least) more effective method.

All scores are to the nearest 0.5, and will follow the typical scheme for LDC judging. However, I will evaluate the Gameplay (Fun) and Graphics aspect of a level on a floating scale, where half the total points would be a mediocre level. This means a level with average graphics would receive a score of 2.5/5. The Other category will remain as it has been, with 3/5 points given to start and then additions or deductions for things that are not covered previously.

Due to this, a “low” score such as 5/10 in Gameplay means the level’s Fun factor was standard, nothing great, nothing bad, or that the good and bad aspects cancel out. It is therefore expected that the scores I give will typically be lower, but that does not mean the levels are any less excellent. Please take it with a grain of salt- after all, it’s just a number for ranking and may not necessarily be an accurate portrayal of my personal opinions.


Weather Works - Triple J: show
Gameplay: 7/10
Nicely done. While I’m typically not a fan of instant kill devices without checkpoint, this level is short enough to pull it off without it being a problem. You kept the gameplay short and simple, true to classic Mario style, and I enjoyed it.

Graphics: 4.5/5
This is where you excelled. I love what you did with the place, the variation of block types and edge pieces to create irregular clouds, or even just varied walls. And that background, whoa. That was impressive. All of the sectors conveyed what they should have effectively and appropriately, a mix of technology and weather.

Other: 3.5/5
+0.5, for witty use of blocks and fire- obstacles and the backgrounds. Always a plus in my books.

Overall:
Talk about talent. I love what you did with this level, the science is really obvious. My only slight complaint is that it’s pretty short; I’d love to see a longer version. 15/20
Ghostly Lab - Nwolf: show
Gameplay: 3/10
I booted this level up, and I honestly couldn’t figure it out at all. Is the spawn point supposed to be at the sign announcing phase 2? If so, I couldn’t find any way to proceed at all… Tinkering around with spawn points revealed what I think is the proper start, the pipe from the rock on the far right of the level, but even then the level lacks substance. There’s not even a goal, as far as I can see. However, the difficulty was engaging. It hurts to do this to a designer of your calibre, but I have to say 3/10.

Graphics: 3/5
This is a tricky category, being that most of the level relies on obscuring the level. However, it did that well, the shadow lights crossing in patterns subtle enough to provide hints about proceeding (see spawn point troubles above), but still allowing the sciency bits behind to show. Nothing spectacular though, that lab itself was pretty minimalist.

Other: 3.5/5
+0.5, for the imaginative shadow light challenges. That seems to be your trademark, heh. And lag free too, considering the sheer amount of them.

Overall:
Ouch. I’m sorry about the harsh score, but I have to wonder if the level is complete. It would be neat to see the completed version if not, but right now, I’m disappointed. 9.5/20
The Science War - ~MP3 Amplifier~: show
Gameplay: 7.5/10
While an interesting premise, I feel this level went on longer than it should have. It’s not bad, but midway through the third part the story just seemed to drag on, without enough diversity to keep the player engaged. I do have to give you credit for the moving block parts, those were very dynamic (particularly the cave one, in the third part, I believe) and were my personal favorite.

Graphics: 4.5/5
Predictably, the graphics were awesome. The amount of detail you used near the beginning looks painstaking, and I’m impressed you kept it up. However, it did trail off in areas toward the end… I’m referring specifically to those one block floor sections in the third level. Apart from that, excellent job creating an alien world, especially with the tools given.

Other: 3/5
+0.5, for innovative use of blocks as the main terrain feature, and disguising it
-0.5, for crippling lag in certain parts (before the boss, and the cage for some odd reason are the most dominant) as well as massive load time

Overall:
The thing that reduced this level’s score was the mind boggling size of the entry. You don’t need a huge level to do great, and it was tediously obvious at times toward the end when the story wouldn’t relent. Still, overall, the level does not disappoint. 15/20
The Lost Dimension - Dtroid: show
Gameplay: 7/10
Nice work. While it’s not as intricate as some other levels, it is great as a platformer, and I really enjoyed it. No hidden tricks or gimmicks, just click and play. I particularly enjoyed your use of fire and disabling though, it tricked me more than once. Apart from that, really not much to say.

Graphics: 4/5
Overall, you did pretty awesome. The fire and disabling mentioned above was a great touch, I thought, and that desert- wow. That was literally the best desert I can remember seeing, despite the somewhat sloppy sand pillars near the beginning of the second level. Everything was neat and straight, however, some points seemed a bit too cluttered. Don’t get me wrong, I love the block variation you used, it just might be a little much in places.

Other: 3/5
+/-0, I can’t think of anything that hasn’t already been covered.

Overall:
I haven’t seen any of your work before this level, so I really didn’t know what to expect. However, I was pleasantly surprised to see a pretty impressive level, fighting against the misconception that newer members tend to make bad levels. I think you’re off to an excellent start… good luck. 14/20
The Machine - Master1.0: show
Gameplay: 4/10
Startpoint troubles, I think. Just like I did with N’s entry, I attempted to find the proper starting point, eventually settling on the rocky cave near the top left side of the level. After figuring that out, the level progressed more or less beautifully- the disjointed story imparting a sense of urgency, and I particularly loved the various sections of pitfall jumping. However, to the best of my knowledge, this level is incomplete, lacking a goal or any means to progress past the third level transition.

Graphics: 5/5
While the fact that this level is incomplete did significantly reduce the score in Gameplay, I’ve got to give you credit in graphics. I love what you did with the cave sections (especially the pitfalls mentioned above, strewn with debris), and the background tiles as the dominant background in the lair was a nice touch, allowing malevolent machinery to be seen through it. I love your art style and attention to detail, it’s very evident throughout this level.

Other: 3/5
+/-0, as I think everything is covered in the above sections.

Overall:
This is a gorgeous level, and the only one to get a perfect score from me in graphics. You’re a level designing artist, while this level seems incomplete, I would play a full version in a heartbeat. 12/20
Emperor Rido’s Annihilation Research Center - WindMasterArceus: show
Gameplay: 1.5/10
I was a little unsure what to expect, knowing that this level was going to be set in your elemental world I’ve heard so much about. However, the execution fell flat… the path was predictably linear, and the level isn’t even complete. It has potential, though.

Graphics: 2.5/5
Again, very minimalistic, although the atmosphere you were striving for is evident. It’s still remarkably plain, though, despite the few instances were flickering energy or smashing technology was visible.

Other: 3/5
+/-0, as everything has been covered.

Overall:
I’ve said this for every incomplete level so far, and yours is no exception. It’s got promise, and I’d play a finished version in a heartbeat. You’ve set up the atmosphere well, but the gameplay is far from exemplary. 7/20
Biological Research Center - 1018peter: show
Gameplay: 10/10
Damn. Like, seriously. Daaaamn. What doesn’t this level have? It’s got a story in the form of missions, platforming interspersed throughout, and variety to keep even the most picky player entertained. To anyone reading this who hasn’t beat all the missions, I’d strongly advise you to do so- it’s well worth your time. You, sir, have earned this perfect gameplay score.

Graphics: 4.5/5
Very nicely done. I shudder to think how many hours went into this masterpiece, but I’m glad you finished. It’s beautiful. You use blocks and fire and tiles like a pro, my only complaint is the one tile thick wall around some areas… It just doesn’t look nice for things like your water areas, as if they’re just stretching out into space.

Other: 2/5
-1, I appreciate how you kept it all one level, it flows a lot smoother that way, but it’s at the cost of a point off due to massive startup load time and lag in some parts. I’d say it’s worth it.

Overall:
Damn. This is the first level of yours I’ve ever played (yay contests, exposing all this talent) so naturally I was a little sceptical, but you did an incredible job. This is just my judging, but I personally would not be at all surprised if you won. 16.5/20
Science? - KevinOC: show
Gameplay:5̏́͂͜͏͏̡̝̝̝͚̪ ̖͕̘̩͖̭̙̮̗̱̗͓͓̯̗͓̇̃͆̾̒ͧ͡
6̷̵̨̾ͮͣͧͪ̿͆ͬ̓̅͏̨̥͙̝̝͕̜̰̫̩̻͉6̧̧̢̜̯̖̹̈́ͬͯ͊̃̇ͪ͛̄͒̚͠ ̃̂ͣ͂̊̉ͨ҉͏͏̷̪̭͕̺͔̜̩̠͉͇͔̠͎̼̲̀2̴̢̨͙͍͎̥͇͙͚̪̫̹͔̳̫̖̣̂ͤͦ́̏̿̂̈͋̋͑ͦ͑̚͠͝0ͮ̐͋͑̏͐̿́̾̈́ͦ̈́ͫ͋̋͏̵̶̛̛̝͓̻̥̮ ̴̧̹͕͇̝̣̭͙̱̼̟̯̅̐ͤ̒͐͒̓ͩ̌̿́͋͂̐̚̕͞6̸̙̻̦̠͚̥͓̠͇̲̞͕ͨ̉͊̍͒̍ͥ̏͜͜5̴͙͖̞̙̫̘̭̤͔̏̄̊ͪͫ̚͜ ̷̸̧̙̻͉͙̻̙̙͉͈̠̞̭̳̯̫͇̔̃̄̏ͦ͋̆̂͒̓̑́̀̚͢͠ͅͅ7̸͇̝̱̪̻̮̮͕̲̮͖̝̮͕͍̜͓͙͌̃ͥ̌͗͂̈́ͯ̉̋̚͜͞ͅ6̷̃̌̈́̒̃̔͐̉̀͟͏̪̩͔̺̪͎͉͖̭͕̙̥̥͚

Graphics: 6ͮ̄ͭ͊̾͘͢͞͏̱̫̹̙̖̗̺̣̼̞͍̥͚̮̦̠̲ ̡̡͓̯̬̹̹̋ͦͦ̾ͥ̀̎ͪ͌̃̈́͐̈͗͛̑͐͘͟6̔̔̉̆͑̐̓ͪ̈ͭ҉̸̸̡̡̗͇̮͓͉͖̱͎̝̥̺̘̭̻
6ͮ̄ͭ͊̾͘͢͞͏̱̫̹̙̖̗̺̣̼̞͍̥͚̮̦̠̲ ̡̡͓̯̬̹̹̋ͦͦ̾ͥ̀̎ͪ͌̃̈́͐̈͗͛̑͐͘͟6̔̔̉̆͑̐̓ͪ̈ͭ҉̸̸̡̡̗͇̮͓͉͖̱͎̝̥̺̘̭̻5̨̒̎ͣ͋͏̴̙̹̙͖̟͖́͞ ̶͖̟͉̺̞̙ͤ̉ͫ̾̎̇ͨ̒̇̎ͭ̆ͨ̈́͗ͭ͐̚͜͝2̴̗̟͔̲̝ͪ̍͒̄͛́͂̽̓ͤ̈́̿͞0̵̭͚̗̲͗̄̓ͫ̌̅̄ͣ́̀ͩͫͨ͒ͧͣ͗ͪ̚͠ ̛̰͍͇̭̭̙̳̤̲̺̬̭͔̜̻̲ͦ̐̋ͬ̃̑̅͒̀̓́ͮ͌ͦͩͭͮͯ̔́͞6̵̡̦̤̬̖ͦ̆͛͂̋̅ͧ̐̀̆̏̋́̚̚͡2̶̧̡̞̘̬͚̽̈́ͥ͐̀ ̵̹̠̯͔̩͙͔̭͓̳͖̘̭͆̀͛̆̔ͭ̒͛̇̍̏̆̔̀̀̕͢ͅ6̸̳͖̠̬̝̯̻̤͎͖̬͎͍̳͕̒͒ͮ̔̂ͣ́̈ͨ͗̍͌͑ͨ̌ͨ5̵̶̧̝̭̩̙͇̇̄ͥ́̈́̈́ͮͮ̾ͧ̀̓̂̔̈̾͜͝ ̶̵͓͇̟͈̞̘̗̻̰̬̬͙̪͉͇̦ͥͫ̐͆͐̒̈̈ͮͫ́̉ͥ̔͂̈́ͫ̄̊́ͅ6̴̧͓̤̖̻͈̱̤̙̣̳̫̤̥̳̞̓̀͆ͪ̓̂̾̏̑̏̐̍̈́ͣͩ̈̚͟͞5̏́͂͜͏͏̡̝̝̝͚̪ ̖͕̘̩͖̭̙̮̗̱̗͓͓̯̗͓̇̃͆̾̒ͧ͡6̢ͭ̽̃̎̒ͭ̾ͧ̂̈́̂͋̃͂̀̇̋̑̕͟҉̧̫̳̤̭̰̫͍̭̜͉e͔͕̹͕̘͉͚̳̱̩͇͇̹̗͓̯̣ͭ̍̏ͮͧ́͘͜ ̵͈̦̺̞̻̖̰̺̻̜ͯ͌͊̽̎ͥ͜͢͝2̙̱̫̞̰̱̻͐͛̄͋ͬͮͨͫͬ͋̈́̊̾͂͒̀̚ͅ0͋ͨ̇̆͆̇̉͐ͤ̄̐ͭ̇̅̓̍͏̢̢̱͖̫̜̺̰̜̰̪̰̯̥͉ ̸̶̗̘̠̹̗͔̩̼̼͕̐ͬͯ͂̑̊̐̉̅ͫ̑̍ͤ̓͌ͧͅ6̩͙̗̣͕͇̩̯̝̯̘̗͈̫̝͓ͣ̋ͥ͋̈̇́́ͅ4̇̇̊ͦͨ͡͡͏͏̭͔̩͔̜̳̫̹̻̬̻̦̳̝ͅͅ ̡̡̑̆̿ͤͩ͑҉̙̤̼͙̻͞6̓̒̅̂̅͏̵͈̝͎̗̘͉̖̙̺̭̟͓͇̪̖̗̜̭̪͝f̵͚͖͔͕͓͈̣̻̞̘̲̗̠̥̰̙̞̏͑͂̌ͪ̏̌̈́ͤͪ͊̐̂̓̽̍̑

Other:
0͋ͨ̇̆͆̇̉͐ͤ̄̐ͭ̇̅̓̍͏̢̢̱͖̫̜̺̰̜̰̪̰̯̥͉ ̸̶̗̘̠̹̗͔̩̼̼͕̐ͬͯ͂̑̊̐̉̅ͫ̑̍ͤ̓͌ͧͅ
6̷̢̲̰̩̙̜̝͈̟̞̞̤̻̭̙̻̥̻͎͋̅͋̓̌ͦͣ̽ͬͮ̋̈́̄͞ͅ9̷̵̷̢̝̰̣͇̯̤̩̪̜͔͎ͨ̆̃̆̄ͥ̎́̐̀ͥ̑̌͆̃̂ͤ͠ ̵̢̧̦̦̘̙̪̻̩̹̠̙̼̰̮̭̠̮̽̊ͩ̋̀̚6̶̬̞̖̰͈̫ͣͬ̃ͫ̏̋͌̐͞5̤̼̦͚̭̪̺̗̞̠̳͙͖͉̠͐̅͊̀̒ͦͪͯ̅ͯͫ̀͜͜͝ͅ ̴ͣ͒̇̉̆͒̃̾́̅҉͟҉͎̖̘̯͈͍̜̞̪̲͖̖͢ͅ6̷̡̘̟͈̙̯͎̊ͤ̈́̊͛ͬ́̋ͯͫͨ̈̒͘

Overall:
2̴̡͔̜̼̥͇̤̙̥̮͎̞̋ͫ̐̀̌ͨ͐̀̉̐ͮ͋̋̎̕0̴͖͈̮̠̦̻̳͈̣̰̫̱̰́̒ͯ͑̿̚̕͞ ̛̠̮̭̟̞̺̺̝̭̹̺̖̘̎ͭͥͧ́ͩ͑̅̎̾̿̈́̌ͮ͟͟ͅ6̛̹͈̻͙̟͈̹̖̣̺̿ͭ̏ͫ́͜͢͟1̡̡ͬ͆ͯ̊ͭ͂̔̀͝͏͙̯̝̳̦̲͔̫̮̘̳̪͍̲̬͡ ̜͙̳͚͉̻͙̲̹͇͇͕̗̻̖̗͓̈̍̈ͬ̍̓̅̒ͭͩ͌̿̍́̚͡2̢̛̺̼̝̘̹̘̺̲̦̯̒ͪ̏͗̓̇̃̇̂͐ͥ̉͗͌̍̎͜͞0̸̧̟̭͎̝͚͈͖̲͎̞͚̫̲̺̻͕͂ͧ͗ͣ͗̇̿̎͂̌ͫͮ̍̋͘̕ ̘͕̭̝̠͓̦͎͒͋́̽ͦͨ̾ͨ͂̌̕͢͞6̡̭̞̹̝͑̅͊̍̋̅ͭ̽̄̋ͬ̿͐ͦͮ͘̕͜c̆͑͆ͭ͗ͯ́̂̄̓̆ͣ̉ͬ͗̔͏̷͍̙̲͓ ̃͌͗ͬ͌̒̌̆̚͘͏̫̭̜̖͙͍͢
Hall of the Editor - JSlayerXero/NanTheDark: show
Gameplay: 6/10
I think the concept behind this one was a brilliant idea, however, the execution of it was somewhat lax. I was geared up to experience a techy, cyber adventure, running about in some digitalized maze, but instead I was given more or less a basic platformer. That’s not bad, though, and the tricky jumps were an interesting challenge, but I think the concept could have been done much more creatively. In addition, there seems to be no real goal throughout the experience. Even the end just dumps you in a room with no escape, leading the player to wonder what the point of it all was.

Graphics: 4/5
Pretty fine work here, though. I like how you maintained the machine feel, keeping various sections linked together with that clock tile background, but I feel like the terrain was rather bare. Vegetation is your friend in grassy biomes, and the like. I do have to wonder about what happened toward the end, though, in the second last stretch of level. It looks to me like level corruption, but I’ll give you guys the benefit of the doubt and not deduct anything since the signs had led me to expect it.

Other: 3/5
+/-0 ,because while the concept is intriguing, the final product was kind of a letdown. It about cancels out.

Overall:
Dang, this could’ve had potential. I feel like it should have been more a sandbox experience for the player than the rather linear path it turned out to be… after all, this is the level designer, there’s never just one way to do anything. 13/20
Fear Factory - Volcove: show
Gameplay: 8/10
While I can’t immediately guess the game, the layout does seem astonishingly familiar, and right from the start it’s obvious that this is meant to be a platforming run. I loved the fire jumps though, especially the ones at the end when it was mixed with the bouncing blocks. As well, those cave tiles above the solid ground took a lot of getting used to- that was an interesting time.

Graphics: 3/5
Remarkably plain, and while I don’t mean that in a good way, it can hold its own, as simplicity is likely what you were going for with the SNES influences. A bit of cave/underground scenery in the background would’ve been nice, or a bit more block variation.

Other: 3/5
+/-0, since everything has been covered already.

Overall:
Simplicity at its core. I have to ask why the level transitions, though. It seemed like the level would have merged a lot smoother without them (except perhaps the last one), and removing them didn’t increase lag to any noticeable degree. A time trial version of this would be neat. 14/20


Yes, I still did review the unfinished ones. They're full reviews, despite losing a lot of points for being incomplete.

Re: 23rd Level Designer Contest

PostPosted: March 22nd, 2013, 1:35 pm
by Nwolf
~MP3 Amplifier~ wrote:Also didn't tell you this through PM Nwolf, but you have NO FRICKIN IDEA how awesome it feels to get a 10/10 in Fun from you! :'D


More important, my ONLY 10/10 in Fun I ever gave : D (unless I forgot the last time which I highly doubt)

Congratulations winning again, MP3, congratulations taking my 4th place ribbon JJJ and congratulations Nan/Xero for making a great comeback : D

OMG JUDGINGS: show
Hall of the Editor by JSlayerXero/NanTheDark
Fun: 9.75/10 Wow. Just wow. I rarely have fun reading anything. I rarely have fun in a level that has some kind of labyrinth or way too fast platforms. But you managed to make me have a lot of fun and play it twice (yes, that's something rare and therefore good). The story at the end was pure awesomeness, with KotH, Waiter there's a ______ in my soup and everything else that the level had! Great you finally LD again :>
Graphics: 4.5/5 I also rarely saw a level that looks TERRIBLE because it's supposed to and still make it look great at the same time. The end looks a bit too boring and the labyrinth too.
Other: 4.25/5 +0.5: That idea with "the designer" playing the level... wow
+0.25: Great way to exit the designer XD
+0.5: THAT WHOLE CLOCK WORLD. AWESOOOOOOME
-0: Because there wasn't anything bad
0: Lag and loading time are not too bad to reduce points but also not short enough to give points
Overall: 18.5/20
Wow. With this score, you don't only beat my given score for Dark and Mirror Island, you also beat the score of Antichesm/Timpani and Blumiere which both got my previous highest given score (18.25)! If this won't win the LDC or get entered into WITBLO13 something went completely wrong : O


Weather Works by Triple J
Fun: 8/10 You used nice ideas in your level, though some were pretty annoying (Barometric Field :< ) and ruined the fun a bit. Having to replay the whole level backwards was a nice idea, but I had to pass the Barometric Field again so more point loss. I liked the Fire-section a lot.
Graphics: 4/5 The graphics were good, but sometimes pretty boring (last section, Barometric Field Section)
Other: 2.85/5 +0.1: Hardly lag and short loading time only
-0.5: You get pushed down by the gate-thingies even if you are not touching it
+0.25: WARNING!!! ...nothing!!!
Overall: 14.85/20
Nice level if you want to do something for 15 minutes, after that you pretty much forget everything that happened in the level except the Barometric Field. I will hate it. FOREVER : P


The Lost Dimension by Dtroid
Fun: 2.75/10 I can make it short and I can make it long, I'm lazy so I'll make it short: Part 1 is unfair (at parts) and boring, part 2 was a bit fun but still pretty boring and I beat part 3 in 30 seconds + time you stand on the rising platform which would add a lot of time to the length of the level.

About part 1: Way too fast flame towers, way too high flame towers and way too fast moving SMALL blocks are not fair. Yes, you could just go through that part by jumping through every single flame tower and heal yourself with the huge amount of coins. But that's not how it's supposed to work, right?

About part 2: 90% of the level is just jumping on a few enemies. The rest was the end where you would even fall off the platform because it's too high and you are between roof and platform.

About part 3: It's... just way too short and boring.
Graphics: 3.25/5[b] The graphics are average throughout the 3 levels, sometimes it actually looks quite nice. The pipe graphics in part 1 are a bit broken and in part 2 the usage of non-moving blocks could have been approved a lot.
[b]Other: 1.25/b] 0: Good idea with the disabled pipes, bad execution
+0.15: Hardly lag and no loading time.
-0.4: Yes you are supposed to die at the end of part 2 but still, the roof can push you down through the platform.
-1.5: I don't see how this fits the LDC theme
[b]Overall: 7.25/20

It was ok, but there is a lot of space for improvement.


Fear Factory by Volcove
Fun: 9.75/10 'TWAS FUN LEVEL 10/10 LOLOLHAHAHAHROFLROFLROFL

No seriously. Nice level, a bit evil at times (especially with the goomba blocks) but still a lot of fun. Maybe I should play DKC : O
Graphics: 4.5/5 The graphics are nice throughout the level, even if they are repeating. It fits to the feeling of the level.
Other: 3.25/5 +0.5: No lag or loading time
-0.25: The pipes are in front of the blocks. Looks pretty ugly. And no, I didn't play Donkey Kong Country (if that would change anything).
Overall: 17.5/20
Nice level, probably a good replica of the level :>


Biological Research Center by 1018peter
WILL NOT JUDGE


The Science War by ~MP3 Amplifier~
Fun: 10/10 I had a lot of fun playing this mini level series. I accidently skipped some signs so I don't really get what the story was all about but it didn't ruin the fun of the level. The big variety of different and new challenges was very enjoyable and seriously, I thought you wouldn't make something this awesome in your own LDC : P
Graphics: 4.75/5 JUST ♥♥♥♥ AWESOME. But at parts it even looks like it's a bit... too much.
Other: 3.45/5 -0.25: Layer problems with the disabled pipes in the Prologue
+0.1: omg Area 6 music. Yes, this actually boosts the score : D
+0.25: wtf was that with the fence : O
-0.25: Cut-off text on several signs in Part 1
+0.5: Trick Blocks, a fire snake and some weird mushrooms - When did you come in contact with the drug tree? : P
+0.1: Loading time varies between all levels (most of the time it's short), at parts heavy lag (and then there are some non-laggy ones)
Overall: 18.2 --> 18.25/20
Incredibly high score, even if it doesn't beat Xero's/Nan's. Right now this also is the only level with a Fun score of 10 given by me. Good job.


Some level by KevinOC
Fun: 42/10 SCIEEEEEEENCEEEEEEEEEE!
Graphics: E=MC²/5 THE LEVEL LOOKS SO AWESOME
Other: 9001/5 +8998: THE OTHER SCORE HAS TO BE OVER 9000 TO SHOW HOW AWESOME THIS LEVEL IS
Overall: ∞/20
WOAH SO GREAT

Re: 23rd Level Designer Contest

PostPosted: March 22nd, 2013, 1:38 pm
by ~MP3 Amplifier~
Ah, Ven's judging makes a lot more sense to me now. Nice technique, even though we get lower scores, I do think people (including me) think the average of fun is 6 or 7 out of 10, instead of a 5. I suppose I got worried at first when I saw a 7/10 for my fun score because I personally class that as an average-good fun level, but yeah, that's actually a great score for me. :3


EDIT: Oh yeah guys, tell me if everything seems okay to have the medals handed out?

Re: 23rd Level Designer Contest

PostPosted: March 22nd, 2013, 1:43 pm
by Venexis
~MP3 Amplifier~ wrote:Ah, Ven's judging makes a lot more sense to me now. Nice technique, even though we get lower scores, I do think people (including me) think the average of fun is 6 or 7 out of 10, instead of a 5. I suppose I got worried at first when I saw a 7/10 for my fun score because I personally class that as an average-good fun level, but yeah, that's actually a great score for me. :3

I've just noticed that otherwise I tend to rate too high at first, giving out several nines or tens, and then when I play a better level, I can't actually express that it is better. 5 is just a convenient number- I have five ranks that are better, and five that are worse to choose from, and there's no when I encounter a great level that gets an 8, and then play a great level that's even more fun after it, receiving a 9. Instead of giving both a ten, one should be higher than the other.
.
I can't see any glaring math errors either, although in fairness I only did the final averages.

Re: 23rd Level Designer Contest

PostPosted: March 22nd, 2013, 2:05 pm
by JSlayerXero
MessengerOfDreams wrote:I love a cup of irony. Lordpat was upset that Buffooner's one bad judging kept him from winning the 21st LDC. His judging for J/Nan kept them from winning.

I'm so happy for everyone, but especially the new winners. Triple J, I knew you could do it. I've been a fan of yours forever and have been waiting for you to break into the scene. And damn, J, I'm stunned at your sudden comeback and Nan you too!

Oi this thing is heavy. *loads cannonball into cannon*

I'm reading the reviews so I'll explain some of the things that went on.

My replies: show
First, lordpat.

Yeah, the obnoxious difficulty is intentional. However, I made sure to play test this level from beginning to end to make sure the mandatory parts of this level are doable. I must be on an old computer or something because the plains actually lagged me minorly. Go figure. It was at that point that the decision was made to make the screens smaller. Although, teleporting onto boos was something unintentional.

Second, MP3

The Ghost house is a puzzle. The first window is the only window you can step on. However, the rest of the windows you can't. Those windows are actually above pipes buried in the ground. You need to use a few of those pipes to get out of the place. Yes, I decided to stick a puzzle in a mostly platforming level.

We finished the level the day before the deadline. I looked over it and I agree, it's bland graphically. Fun fact about that tavern, it got cut in half by complete accident. For some reason I accidentally cut out like, 6 tiles causing the right half to go up for about that many tiles. I thought it was hilarious and, given the context it probably worked out better this way. I'm actually not sure what you're talking about as far as exploiting items. There's actually patterns to this level for what it's worth. Such as the battery tiles being a way to transport data. Which is then combined with pipes and doors to look as though you enter the battery trails and are teleported through the designer's inside as data. By the way, there are three ways out of the designer. Getting the Shine Sprite, exiting to the designer via backspace, and dying. Story-wise the last option is the only one available. Ye, your character commits suicide.

Now for Ven

Cyber maze huh? I'll have to keep that in mind. For the record, this computer sucks, and I was lagging on the plains. That's why I didn't add more decor. As for sandbox, I can see where you're coming from. However, a joke from later on is the fact we cut out twelve minutes of running around a sand section looking for the turbo FLUDD. :P I can understand there's wasted potential in this. To be honest, I wasn't satisfied when we submitted this, but since it was the day before the contest ended it's not like I could do much about it.

Okay, now to reply to Nwolf

9.75 for fun? O_o Funny how accidentally glitching the level designer can somehow make for an awesome level design choice for the Tavern y'know? To be honest, I've always wanted to make a level that looks terrible and somehow decent at the same time. If you look hard enough you'll notice the lava looks like it's pouring into some kind of container and overflowing. Well, at least I know one person knows how you were supposed to exit the level. I think.

I speak for myself on all of these matters. I'm sure Nan has his own words to say on the results. Whenever he finally shows up to gives us his autograph.

Re: 23rd Level Designer Contest

PostPosted: March 22nd, 2013, 2:25 pm
by Megar
24th LDC please
And employ the ideas given in the blahlongtitle topic

Re: 23rd Level Designer Contest

PostPosted: March 22nd, 2013, 2:27 pm
by ~MP3 Amplifier~
Well as far as I can see, there are no calculation issues because I'm pretty sure I corrected everything.

So I will hand out the medals now. :P

Re: 23rd Level Designer Contest

PostPosted: March 22nd, 2013, 2:30 pm
by Raz
no

no 24th ldc literally right after 23rd give people a break, long or short

Re: 23rd Level Designer Contest

PostPosted: March 22nd, 2013, 2:30 pm
by JSlayerXero
~MP3 Amplifier~ wrote:So, this is JSlayer's first LDC medal altogether


I feel the need to clarify this. This is literally my first medal ever.