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Re: 26th SM63 Level Designer Contest

PostPosted: April 12th, 2014, 2:02 pm
by ~MP3 Amplifier~
Wait, winning a 5th time? *is confused*

Also judgings :>
I guessed all of you correctly, I know you all too well. <3
~MP3 Amplifier~ wrote:Yep, I finished them quickly. I just wanted to do you a favour. :P (also the number of levels was tiny so I felt no stress in doing it this quick)

I had a lot of fun guessing who had made each level/series, lawl.

amp's judgings: show
Judgings for the 26th LDC:

Because I don’t know who is making each level this time, I’m gonna put my guesses of who made them at the end of the judging, and where the names usually would be, I’m gonna put just 3 question marks considering I don’t know the creator. :P (my guesses will probably be really wrong, lawl)

???:
with The Great War


Fun6.75/10. The first level was interesting, yet it was very easy because it was just room searching. I wasn’t too bothered by it, it was only the prologue, and I wasn’t expecting it to be amazingly filled with gameplay anyway. The second level, however good the quality and the effort is, it just bothered me a lot. The lag was far too much, I mean, the level wouldn’t be very hard if it had less bullets and less lag. Also a lot of the time the platforming didn’t even work, e.g. in the forest, the blocks that lift up those floating platforms near the lava, most of the time they weren’t even being lifted up anywhere. That trick rarely ever works tbh. I will admit, I liked the bullet bill formations (although did we even need bullet bills in the forest), but the way you progress throughout the level was just uncomfortable. Inventive and even smart, no doubt, but still uncomfortable. I also hope the reason that the level made no sense in the end was because it was unfinished. In other words, I hope that wasn’t intended. I really appreciate the effort you made, but the lag in particular let it down.

Graphics5/5. I really loved the graphics though, top notch, in both levels. The first level had a real Fall of the Empire feel to it, which btw is a good example of war graphics, but generally the forest was a favourite. I can’t get enough of your décor. (yes, I have a feeling I know whose style this is :P)

Other3.25/5.

Note – I know zipline platforms are really popular and I have no problem with them, but it’s still a pain if you press down and you’re stuck there forever. In the future, I suggest using a zipline platform that allows you to flip back up again once you hit a brick/item. Keep the direction as up, put in yspeed, ‘N’, and in ylength, ‘.00’, leave yoffset blank, acceleration as ‘999’ and touch-n-go count as ‘0’. That should sort out that annoying bug.
+0.5 – Was very impressed with the music choice.
+0.25 – I enjoyed the story, even if it wasn’t finished.
-0.5 – I do think you cheated a bit at making the level hard, e.g. it was only really hard because of the near unbearable lag and the amount of bullet bills. But nothing else was really making it that difficult so I wasn’t overly happy. If you are who I think you are, then you know I’ve always been impressed by your smaller levels.

-1 for incompletion due to unknown reasons.

Overall – 14/20.

This was Yuri’s, right? Lots of things hint at that- well firstly, you gave it away by linking us to some dialogue in one of your posts. xD But if it weren’t for that, I still would have guessed it was you, because your grassy style is very recognisable, and I know you like using bullet bills in that way. :3




???:
with The Tyranny of the Mushroom Empire


Fun8.75/10. Now, this was really fun. I really enjoyed this, I have to say. It wasn’t so much the story that made it enjoyable, but the gameplay. There was barely ever lag, and the loading time was excellent. Sometimes the bullets would shoot out quite fast from the mini blosses, but I didn’t mind that so much. The thing that annoyed me the most was in the last level, where we try to enter the door because the toad squashes you. You say there’s either a good or a bad ending- well the thing is, the first few times, I was just stuck there, on the side. Didn’t really know what to do tbh, so I replayed it. But other than that, I’m fairly impressed. It had a very conflict-like atmosphere.

Graphics4.75/5. The graphics were great, I did see tree cut-off sometimes (you had flipped them upside down, which didn’t look very pretty to me) but overall the décor was pretty nice. The tile combinations and block usage stood out for me the most, though. I still think there are a few things to improve, but I was mostly really happy with what I saw.

Other3/5.

-0.5- Half of this point deduction is regarding the confusing good/bad ending part, and the other half is because beating the bosses in the last level was a bit confusing and you could have made it a bit clearer on what we were supposed to do.
-0.25 – Think you had a few too many boos in the castle room with the cannons and the penguins. They were very distracting and got in the way a bit too much.
+0.25 – I did enjoy the story.
+0.5 – Lots of effort went into the series, which was great.

Overall – 16.5/20.

Lemme guess, this was Peter’s right? At first I wasn’t really sure but I figured it must have been a good designer to be able to pull off those tile combinations so beautifully. But I saw those mini-blosses, and the little snow tile with the clouds in the first level, and I knew straight away. :P Well I’d be happy if I were you, these were the probably the most fun I’d ever had playing any of your levels.




???:
with [BETA] King Thwomp Strikes


Fun4.25/10. It wasn’t too bad at first, the spikes weren’t exactly very spiky but that’s okay with me. The wing cap I didn’t really understand the need of (see Other) but that didn’t really affect fun. Thing is you lacked gameplay a lot in the beginning, yet when you finally use some decent gameplay, it becomes too laggy to play smoothly anyway. Either it was enemy spam (most likely) or you should have just shortened the transitions. Besides no level needs to go as high as 120 in dimensions. I really appreciate the amount of effort put into it, but I just didn’t find it very enjoyable. Some things just weren’t clear or well thought out, and it simply wasn’t very fun for me.

Graphics2.5/5. The graphics weren’t great to be honest. The décor at the beginning was fine, but things here and there caught my eye, maybe it’s just because I’m a perfectionist idk- but the water was overlapping sometimes, particularly in the very laggy second to last transition. There wasn’t much décor indoors, and inside the castle it was pretty boring tbh. There was no really interesting tiling, and in fact, the overuse of those spotted jungle tiles really ruined that part for me. I mean, you don’t need that many. I think the cheep-cheep spam also didn’t make it very pretty, and particularly the mossy rock cut-off wasn’t nice looking at all, but the thing I liked most was the thwomp king. That was pretty cool to look at.

Other2/5.

-0.25 – Erm…what was the point of that wing cap in the beginning, if we never even used it?
+0.25 – The pictures in the signs were cool, along with the nice font.
-0.25 – The timing of the meteor was weird…some people would be ahead by the time they reach the sign, yet some people (like me) would still be reading the signs by the door. So it doesn’t always make any sense.
-0.25 – Maybe it would have helped to tell us that you could ground pound through the pipes?
-0.5 – There was some seeeeerious lag in places…

Overall – 8.75/20.

Hmm, I really do not recognise this style from anyone. Perhaps this is just a portal designer who stumbled across this contest? My guess is it could be begig88, but I really don’t know if I’m honest.




???:
with Vengeance


Fun8.5/10. Wow, now THIS was epic. I was not expecting to get that from such a short level, but it really was impressive. The music really fit the level, easily the best fit so far. It really helped create this complex atmosphere. But just wow. I must be out of my mind if I didn’t know who created this (thankfully, I have a likely idea). My only complaint is that the amount of bullet bills made me easily suffer some bad lag, and I have a very quick laptop too. I have to say though, this was very impressive. Even if the fun factor overall wasn’t as high as I expected, I just had so much fun…watching the level. XD

Graphics4/5. The graphics were great. This time, you got away with not having décor, because the crazy block movements made up for it as well as the formation of the disabled transitions. Also the bullet bills of course added some great colour and pattern to the design. It still felt empty in places, but I still loved it.

Other3.75/5.

+0.5 – Was impressed with the smashing part that happens over your head before the switch turns off. I also liked that there were a few safe points when the flames were firing up.
+0.25 – The story was great.

Overall – 16.25/20.

This was Volkove, got to be. :P No-one else can make a level that small be so grand. And I have to say, when I loaded up the code and saw the first screen, I knew right away, and it was a brilliant realisation as I had no idea he was going to enter.




???:
with Reddish Cappish of Miracle-ish


Fun7/10. There were some really fun points and some not so fun points in this series. It was, to me, completely story-based because there wasn’t very much gameplay due to the amount of the story involved. I did think that the overuse of signs let it down, now I know you might be thinking “hurr hurr what a hypocrite” but seriously though, I try to spread out my story signs as best as I can, whereas yours were literally one behind the other. And as much patience as I tried to keep, I still in the end just abandoned some of the story because of this. As for the actual gameplay though, what there was of it, was not too bad. I just think either the platforming sections should have been lengthened a bit, or the story parts should have been shortened.

Graphics3.75/5. There were bits of lava cut-off that I didn’t like, and a real lack of décor in places. However, there was no other cut-off as far as I could see, and the tile combinations were fairly nice at times to be fair, so I think your graphics are around average or higher.

Other2/5.

Note – Overall…the music choices were very unusual. Not the thing you’d usually expect to hear for a level. I do disagree that there had to be so many, it got very disruptive, but at the same time I didn’t hate them. They fitted okay I suppose.
-0.5 – I suffered some bad below 10fps lag at some points throughout the series.
+0.25 – Because you used two pieces from Fantasia, which is currently my favourite film of all time. :P *cough cough* seriously though, I enjoyed it.
-1 – I do think it was unfair that you went over the level limit set for the LDC. If it weren’t for the lack of entrants, the series could have been disqualified…so please take better care in the future.
+0.25 – I did think the magic tricks were clever, however to have made that particular level a lot more interesting, you could have included some more, but generally when you fall down to the ground after pressing Z for the sign, that was really quite fun and fitting to the story.
Note – At first I was struggling to think why this was conflict-themed, but thankfully as the story pressed onwards, so did the relevance to the LDC.

Overall – 12.75/20.

This was Harm, surely? Your style is pretty recognisable tbh (and also, when KT said one person had gone over the limit and you replied with something completely different immediately after, I sensed it was you :3 I’m just good at reading things like that). It wasn’t too bad so honestly don’t worry, but I think improvements could have been made, and it’s not my personal favourite of yours. Good luck in the LDC results anyway, though.





There ya go. There are two clear winners as far as I’m concerned.. ^_^

1st – 1018peter? The Tyranny of the Mushroom Empire. (16.5)
2nd – Volkove? Vengeance. (16.25)
3rd – Yurimaster? The Great War. (14)
4th – Harmless? Reddish Cappish of Miracle-ish. (12.75)
5th – begig88? [BETA] King Thwomp Strikes. (8.75)

Re: 26th SM63 Level Designer Contest

PostPosted: April 12th, 2014, 2:14 pm
by ~Yuri
Wait

*looks at results post again*

YES SECOND!

Anyway, good job people, will play everyone's levels.

And this placement gave me even more motivation to finish this level ^_^

Re: 26th SM63 Level Designer Contest

PostPosted: April 12th, 2014, 2:20 pm
by MessengerOfDreams
19th, 21st, 23rd, 26th.

Kind of wish Yuri won so there'd be a new winner and it's a bummer that this scored So low but congrats regardless

Re: 26th SM63 Level Designer Contest

PostPosted: April 12th, 2014, 2:23 pm
by ~MP3 Amplifier~
To tell the truth, I really didn't want to win. Maybe I should stop trying too hard. :3

Re: 26th SM63 Level Designer Contest

PostPosted: April 12th, 2014, 2:26 pm
by 1018peter
So...only trophies are given this time?

Re: 26th SM63 Level Designer Contest

PostPosted: April 12th, 2014, 2:29 pm
by Konradix
Yay my first time being a judge, and I wasn't that fat off the other Judges' judgings :awe:

Here are my ratings (WARNING! So much writing it's not even funny :P):
Hell's Rebellion: show
HELL'S REBELLION
FUN:
The level was fun. It always gave me a new challenge, ranging from invisibility sections, finding red coins, hovering
platform usage, creating a platform path by diving, and even when there was nothing special, the platforming was well
crafted. The level did not get annoying, except maybe the diving section, but thankfully a well-placed checkpoint made
it fine for me to replay the level again and again. Speaking of playing levels again, the difficulty curve wasn't too
steep and was well-paced, however that being said, the levels were not all that challenging, and most of my deaths
came from careless mistakes. The challenging part came mostly from the enviroment as the eneimes in the level were
scarce, however they weren't placed in annoying places. The levels were not too long, so my deaths weren't too
penalised, yet I would feel that some gimmicks (the red brick part in particular) could've extend the gameplay (since
the bricks posed no threat, as a coin bunch was placed right after), however the levels did not drag on.
Speaking of coins, the coin distribiution was not great. In easy areas, I was given many coins, where as in more
challenging places there were no coins. Lastly, the story slowed down the gameplay a bit, but it did not bother me
that much. Overall the level was made with care, which really showed. Some more difficulty would've helped, but any
other negatives I've pointed out were nitpicks, and even without these things, the level was top notch.

Summary 7/10:

+ Varied Challenges
+ Levels did not drag
+ Nice Difficulty curve
+ Did not mind replaying the level at all

> Scarce enemies, most of the challenge came from the enviroment.
- Little challenge, most deaths were caused by careless mistakes
- The length of the levels could've been extended by re-using some gimmicks
- Random coin distribiution
- The story slowed down the gameplay



GRAPHICS:
This series was exceptionally well designed in terms of graphics. Varied tiles used in every level to express the
change in the setting, like the garden setting changing to the Temple and Hellish setting changing to the cave-like
passage. The items were used in many creative ways. Things that really stood out to me were the Alpha Wolf statue and
the torches before the temple. But even the small things, like the plants in the garden, the dark background in the
purgatory, coloured tiles in the temple, the waterfall and graves in the abyss really did made the levels feel that
much more alive. No real cutoff either, though in some places I could see a weird, unnatural pattern.
Overall outstanding in terms of graphics.

4.5/5

OTHER:
- Level length compromised by Little to no loading time and no lag in the levels (+1)
- The music fit the levels very well, especially the last level (+0.25)
- Some secret 1-UPs were challenging to get, I like that (+0.25)
- Interesting story, and well made counterparts in-game. Kept my interest and fit the theme quite well. (+1.5)
- No glitches that I've experienced. (+0.5)

3.5/5

OVERALL: 15/20

Tyranny of the mushroom emipre: show
TYRANNY OF THE MUSHROOM EMPIRE
FUN:
The level series was OK. The levels were quite short on their own, however the meat of the series has 4 alernate
paths to take, which all lead you to the end of the level, which adds replayability to it, I liked that. The levels
were mostly standard platforming, but all of the different power-ups were used too. They could've been used for longer
(e.g. the short segment with the flying cap at the end of the level). There were plenty of enviromental dangers
(platforms, lava, etc.) and a lot of enemies too, not to mention the toads that were invading the kingdom. And a boss
at the end was a nice ending to the series, especially how you crafted escape scenes. Now, for
things that didn't settle quite well with me. Starting off, if the conversations are so important, why are they placed
in easy-to-miss places? They are usually covered by water, or enemies so I did skip them a few times. Another gripe
I had was that some sighns told you to press down to continue, some didn't. This got me stuck for a little bit at the
3rd level, since I had no clue where to go. It wouldn't have been a problem if the pipes weren't hidden below the
ground. Another small thing is that it really doesn't seem like Toads are invading. I've counted a grand total of
9 Toads + Captain (who isn't really a threat) + the Robot (who isn't a toad). Instead there is an overflow of shyguys
everywhere. They are by far the most common enemy. Things that annoyed me were the cheap deaths that were caused
because I didn't have enough time to react, example, In the Metal Mario challenge the pit was right below the spawn
point which did make me die a few times, or a pipe when racing the robot head to a door. Speaking of the robot head, I
couldn't make it to the door, let alone read the sign as well. Fortunately, there wasn't much left as I've checked in
the designer, but the time frame is too small. And by far the most annoying thing in the whole series: health. I've
died countless times due to how unforgiving the two last levels were with health and placement of enemies. In the
second level I had entire coin sections disappear, but even when they were there, they were far too dangerous to go
for, which made me always end up with yellow health at the challenges. And if you go for the fire challenge, you're
practically screwed. I only completed that challenge by taking intentional damage from fire, since there are no safe
zones. Same goes for the second section of the third level. This lead to much frustraton when repeating these levels
over 10 times.

Summary 4.9/10:

+ 4 challenges with the Power-Ups helped break the platforming a bit
+ All levels were short
+ The boss was a great idea to finish off the series with

> Scarce enemies, most of the challenge came from the enviroment.
- There were so many Shy guys in this series, and most of them placed in annoying places too
- Pipes weren't easy to notice, signs were easily missable
- Some cheap tricks in the levels put me off, as well as that race to the door
- Health was far too scarce, sole reason of frustration



GRAPHICS:
The graphics were okay. Some of the memorable things were the Toad army along with their robot, the flying Toad heads,
drill and Piranha Plant. Granted Piranha plants could've been used more instead of the flame plants, since they just
looked awkward. Also I liked the bridge near the end of the second level, the "fort" above lava and the trunks just
sticking out of the ground. Ending this, while the star spirits and the toads did look a little derpy, they were a
nice touch all the same. Now, generally the tiling in the levels was questionable to say the least. They either didn't
fit togeher (best example would be the rocks near the drill), they didn't look good when repeated (the cement blocks)
or they blend in too much (like the castle interior in level 2). One thing that I couldn't understand was why did you
put the cement blocks on the red-roof mushrooms (at least I assume that's what that was)? It did not make them look
better at all. Something that stands out to me was that random mountain when transitioning from one map to the next.
It really didn't look that well.


3/5

OTHER:
+ Little to no loading time or lag (+1)
+ The story fit to the Mario universe, didn't make playing as Mario seem out-of-place and the two endings were a nice
touch, though they could've used a bit more depth (I've no idea what Grando Toads were) (+1)
+ Even though it was standard, music fit the overall theme (+0.10)
+ Separate conversation text was a good idea, bot asthetically and gameplay wise (in case you skip a sign) (+0.5)
+ No glitches that I've experienced (+0.5)

3.1/5

OVERALL: 11/20

Reddish Cappish of Miracle-Ish: show
Reddish Cappish of Miracle-Ish
FUN:
Based on what I've played, this series focuses more on the story, rather than platforming, so I'll focus on that as
well. I really liked the atmosphere you've presented, especially when backed up with all custom music. Every
soundtrack picked fit a particular situation very well, whether it was Walter going through the city, going into a
shady shop or escaping from the guards. Levels were short with not too much to them aside from the main path, and they
were light on platforming too. The story did interest me, the villain while a bit cliche reminded me of Gruntilda with
all the rhyming. I did like how everything described on the signs had a game counterpart (e.g. Walter throwing the cap
away), they were nice details. I've found the idea of the talking wing cap really unique, I wished that it was used in more
platforming segments... Until the 4th level. I don't know how you, or anyone was supposed to FLY through that narrow
passage (not to mention that flying is difficult to control in the first place), but also adding lava, meaning one
mistake literally cost you your life was a cheap move. I would understand if there were any flying segments before
that one, but that lava part was literally the first instance of flying I had to do in the series. Random difficulty
spikes are not a good thing, and that kept me from enjoying the ending of that level. Granted I didn't miss much as
I've seen in the LD, but I really don't get how you can think such difficulty spikes are okay. Finishing, the story
reminded me of Oz: Great and Powerful. Too bad there was no ending.

Summary 6.25/10:

+ I really liked the atmosphere of the series
+ Fitting and all custom music helped the atmosphere as well
+ IDEA of the wing cap was interesting

> Overall not too challenging, as expected for a story level
- No ending to the story
- RANDOM DIFFICULTY SPIKES ARE NOT COOL
- Wing cap was pretty much used as a story too rather than a gameplay one, which was a bit disappointing.



GRAPHICS:
The graphics were generally clean throughout the whole series. Blocks used mixed well, though some areas did feel
empty (like the escape room, illusion room etc.). There were also plenty of small details, like the lamps in the
ceiling, the audience etc. One thing that stood out to me was that after you come back to the real backstage, all
damage dome was visible as well. Overall, the graphics were clean, but nothing amazing.

3.5/5

OTHER:
- No lag or loading time in these short levels (+1)
- Music was repeatedly interrupted by the mario cap, especially so because it was quiet. Took away from the overall
feel. That and constantly opening new music tracks (-0.25)
- Despite that, all music was custom which really helped the story (+0.5)
- No glitches that I've experienced. (+0.5)
- Walter really enjoyed hearing the narrator's reactions when he repeatedly jumped on the roof. (+0.25)
- Side gags, while not much, were amusing (+0.25)

2.25/5

OVERALL: 12.5/20

I wanted to be a part of this LDC somehow, but I couldn't think of any level that would fit well with conflict. So I tried being a Judge :D

Re: 26th SM63 Level Designer Contest

PostPosted: April 12th, 2014, 2:32 pm
by 1018peter
Since when Major Military Buildings get to have fancy roofs on top. ;)

Re: 26th SM63 Level Designer Contest

PostPosted: April 12th, 2014, 2:34 pm
by nin10mode
1018peter wrote:So...only trophies are given this time?

Yeah.

Spoiler: show
nin10mode wrote:hai

=======
User 1:
=======
Fun: 7/10
Part 1 makes a very nice intro. The text is only present in the beginning and end of transitions, which is very nice. I'm not stopped mid-area to get some background that may not be completely necessary. The explloration was simple, but enjoyable. There was a slight difficulty spike once inside (I like hard levels, but only if it's consistent). My favorite thing about part one is that you gave players the ability to backtrack once you reach the lava transition. Bug testing is important. Nice.

On to part two, and everything is reverse. The text you so strategically placed previously was now hindering my enjoyment. They were placed in inconvenient places (ie in between two groups of boos, underwater, close enough to attract bullet bills, etc.) The most annoying part was easily the flood. It's an ingenious way to use platforms, but it's buggy. I in fact found that you didn't even need all three platforms. The consistent difficulty is a plus though.

Next is your final level, and it's nice and short. Very basic platforming, but the space you have to land on makes it at least a bit of a challenge. There's not much to note here.

Graphics: 4/5
I like the amount of detail you put into the first level, though it seems more concentrated in some areas than in others. A major drawback of having a large exploration based area is that you typically end up having a lot of space filled in with one tile. I can't help urge you to fill those in with some sort of detail. I noticed a few custom plants, like cave plants with bush roots as stems, hanging stalks with disabled butterflies as petals, and upside down vines with upside down spore stalks on the sides. It was all very creative ways to use the standard decoration items. Your use of logs and bricks above the waterfall worked well, too. But stalactites looked very strange, and I realize it's an attempt to make one larger item out of many small ones. It just doesn't work. You're best attempt at it was the smallest one, on my way up the waterfall. If you zoomed out all the way and went to the top right red coin, you could see a single line of cutoff, I know it's not much, and I'm not intended to zoom out all the way, but bug testing is important. Then we head inside and it's a tile-set I absolutely adore. The pattern is simple, but its enough to add interest to the place. Props on your use of rotating blocks to create interesting tiles, as well. The glaring stained glass look is nice.

In the second level I notice a lot of patterns, but this time outdoors. I don't particularly like it; to me it looks unnatural, and maybe it was just an attempt to depict Hell as an organized place of despair, but I think a Lava Lair look would have done just fine. I commend you for the curves of the ruined "chapel" if that's what it is. The tiles mix well enough that it doesn't look like cutoff and the colors work together. When it transitions into a water level, your tile-work improves, but that's because of how much options the cave tile-set gives you. I think mixing in a few other blocks in there would have done wonders. The sparse decoration is forgiven (There shouldn't be much to look at in Hell, anyway) but where you do have decoration, it's very creatively shown yet again. The hell tree pulled off the menacing look well enough, the blue fire made out of water with no dimensions was cool, and the wolf statue was especially impressive.

Finally, your graphics for your third part of the series. It's very symmetric, and I get that it's supposed to signify the structure Heaven is supposed to have. I like the patterns you create in certain areas. Your transition from grass to snow was a mediocre attempt though, and the text with it made it all the more humorous. Finally, the end chapel is detailed enough to make it a good place to finish the level. Good job. There isn't that same creative flair you showed for your previous two levels, though.

Other: 3/5

-1 More often than not, cut scenes you tried out was late. Skelegoonies were well offscreen before I got to the proper sign.
+1 You used a lot of gimmicks, like asymmetric platforms, platforms that stop midway through their path for a period of time, and various graphical inventions. I only wished they were used more, and consistently.

A very average series that's fun to play, but nothing really stands out that makes this really special.
If I had to guess, you're Nwolf. Heh.

14/20
=======
User 2:
=======
Fun: 7/10
The intro is astounding. Little gameplay, all background. A good precursor to a battle of some sort.

The second level is largely impressive. The difficulty keeps me on edge, though the problem with bullet bills is that it's hard to time them correctly and leave an opening that the player easily sees and can take advantage of. That damage makes up most of this difficulty, and it's especially frustrating when you're stuck in one area for even a little while. I must say that it fits the war setting though. It doesn't help that the wing cap keeps you from triple jumping in that one section before the final flight. It was frustrating not being able to actually reach the checkpoint where you left off. It's incomplete, and thus has no resolution.

Graphics: 5/5
All I can say is wow. Tile-work, disabled items, room detail, good job. It looks industrial, yet majestic.

As the Ace of Graphics, I gotta say I love the second level as well. Using bushes as the leaves of trees with large trunks was a risk, and in my opinion, it worked out. Some of your tile choices are suspect (light and dark wooden walls clash too easily) though.

Other:3/5
-0.5 Small typos, prison is spelled prision, "pride isn't" instead of "pride doesn't", "captain" instead of "capitian", "So, I better" instead of "So, it's better".
+0.5 The block enemies were cute, and I assume you would have made more use of them had you continued the series, but I can't give you much credit for a concept that was barely used.

First of all, Yurimaster, why link your dialogue ingame? It ruins the point of the competition. Next time there is an anonymous structure, PM the host your dialogue. Onto my final thoughts: It had potential to be a riveting series. Maybe Survivor: Runouw has taken up too much of your time, but I can't take outside distractions into consideration when judging. Your selling point here was most definitely the graphics, and the bullet bills really helps support the war conflict you went for. I do hope you finish the series eventually.

15.5
=======
User 3:
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Fun: 6/10
I had a little bit of fun, but your placement of enemies was cumbersome. In the second level, your bullies would often push me off without me even touching the ground, regardless of whether I spin or not. It doesn't help that they hug the platforms and there is little below me to recover. There are bullet bills waiting for me as soon as I leave a transition. There are bob-bombs waiting on the other side just to push me back. There's a water section that gives me nothing below me, only on the sides. Transitioning in certain areas automatically damages you, or even kills you unless you know the level, and I actually hate this.

Annoyances aside, it was rather enjoyable. I like that the second level gives you four routes to take. All of the routes were unique and had some sort of originality, except for the top right. My favorites were the water and cannon rooms.

The boss battle was difficult; so much so that I did in fact rage over it. Congratulations. There were a few things that made it especially annoying though. One, by taking the sling star despite the block being broken, you occasionally reset the block. It's there again, but luckily for me, I had a small group of bullet bills remaining to make that not such a big deal. I appreciate the difficulty despite my anger.

Graphics: 4/5
It started off really well. You pulled off the sci-fi/futuristic look surprisingly well. The final transition of the first level and the volcanic beginning of the second looked odd; I think randomizing the blocks rather than layering them would have worked better. Nice mushrooms, though. Creative use of certain tiles.

Other:4/5
+0.5 I think the music helped lock in the futuristic setting you went for. I think without it, the opening yould have made it seem more like a temple.
+0.5 Different paths and two endings.

14/20
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User 4:
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Fun: 3/10
I really want to put this as lightly as possible, but if submitted to the portal, I don't think this would have been approved. It's unnecessarily large for such little gameplay, and it's split into two parts that are completely disconnected from each other due to incompletion.

Graphics: 0/5
There really isn't anything good looking in the level. There's a whole lot of cutoff, and I realize you wanted to use those jungle tiles to add detail, but the filler tiles with rocks in them are best kept in small amounts, to sort of highlight the terrain. Speaking of the terrain, it was very flat. I can't say much. I'm guessing you're new to the designing scene, so I'll just tell you to check out the Level Designer subforum for examples of good levels.

Other:3.5
+0.5 I feel really bad, so I'll give you props for General Thwomp. The design is interesting, I suppose.

A word of advice: Don't submit a level that is so incomplete that you need to promise more later. I'd rather you complete it and submit it into the portal than submit it into a contest in the hopes that everyone else's entrant are all incomplete, or complete but lackluster. Don't plan out too big of a level, especially for a contest, unless you know you have enough time, or have a backup plan.
6.5/20

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User 5:
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Fun:8/10
You put a lot of effort into this boss battle, I can tell. The way you make this boss's attacks are amazingly simple, yet still hard to dodge. Dying is okay because you don't have to wait another 30 seconds to play. And that last phase makes me squee with danmaku/bullet hell delight. It's difficulty is fitting for a final level, and I'm glad it's separated from the rest of the serie- ...wait, where's there's no lead up to this battle? Well then.
For what it's worth, this level is amazingly fun. It's shortness it made up for by its difficulty. I like it.

Graphics:2.5/5
The major drawback of putting so much effort into the gameplay is that it leaves you with few options to dress up the battlefield. I know it's impossible to add decorative items, since the nature of this fight makes anything extra make it lag even more, but at the very least, some tiling detail would have sufficed. I like the atomic shape of your boss though. It stands out easily from the background, and I'm sure that was your intention.

Other: 4.5/5
+0.5 Fitting music. Got me hyped after every death.
+1 Unique story. I never saw Shine Sprites as conscious beings that hate being captured by Mario, and later used as power sources for the Mushroom Kingdom. Hell, you didn't include any of that detail, but those four signs alone told the story in my head. Nice.

If you had made this into a series, I could only imagine the following it would get.
15/20

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User 6:
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Fun: 3/10
Too many signs. I think you took the conflict theme a bit differently. You made a story that forces dialogue, and that's a major turnoff. I wish you had left the text separate from the level and just left signs signifying when to read and when to cue a track. And even as a story, this is mediocre as best.

Make a level, not a movie. I don't want to wait three levels before getting any action, and when I do get to the action, I don't want it to be such a difficulty spike that I need to go through half a level of nothing again just to get back to it again. If you had stopped the level after throwing Walther out and started again with the prison, it would have been better, but that was your choice in pacing. A poor choice it was, and it was the only reason I stopped playing Part 4 altogether. And then ending with the breeze that is Part 5 after such an out of place difficulty spike? Come on.

Graphics:2/5
Boring. I want to go into more depth, but after going through the actual level to judge fun, I'm pretty impatient. There's nothing noteworthy, but it isn't bad, per say. No detail, flat etc.

Other: 3.5/5
+0.5 Background music choice that sadly, was the only thing that really gave me enjoyment, and I'm a music person anyway. Your selection clashed a bit much though; usually it's better to stick with one style.

The mistake you made was where you wanted to take this theme. The Level Designer is a tool for just that; level design. You can't make a movie production out of it, and that's what you tried to do. The attempt landed flat on it's face, and even if it was possible to make a movie out of this, it would suffer from other problems, like lack of stage production and a ridiculously strange plot. Stick to platforming or puzzles if this is what you think a good story level is. Sorry.

8.5/20

Re: 26th SM63 Level Designer Contest

PostPosted: April 12th, 2014, 2:35 pm
by 1018peter
Wow good game just a tad bit more.


Anyways does Amp get to have the "Lowest 1st Place Scoring aver" achievement?







By the way my level designs are supposed to be difficult,I realized that evil Bully-Bomb combo last year and has been using it ever since.(The trick is to trigger the Bob-Omb's fuse then wait for the Bully to be blasted away.)

Re: 26th SM63 Level Designer Contest

PostPosted: April 12th, 2014, 2:50 pm
by ~MP3 Amplifier~
To be fair I don't really want that achievement. :3
But also, I think because both the 13th and 23rd LDCs handed out 4th place ribbons, that this LDC could always hand out a ribbon too. Might be your lucky day, Peter.

And reading from the judgings, I think my scores are incredibly fair. While I would have liked to win with a higher score than a 15.67, I'm still happy that you guys liked my levels. Tbh all I really want these days is for people to like and appreciate my levels besides the flaws; awards are bonuses.