2nd Official Last Legacy Level Designer Contest

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Re: 2nd Official Last Legacy Level Designer Contest

Postby Harmless » August 13th, 2014, 10:38 am

I was actually able to sorta find things to do even in Amp and BY's level, believe it or not. Sure, I can't guarantee off the chart scores as a result of incompletion, but it was at least something. :3
Expect something cool here soon!

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Re: 2nd Official Last Legacy Level Designer Contest

Postby -BY » August 13th, 2014, 1:17 pm

Yeah. Sorry for that fuzz about my level. I happened to get into hospital and were unable to sit properly for the time of 2 weeks. As I tried to find a way to regain the time somehow, I decided to start collabing, what didn't turn out as planned either, leaving me with an unfinished work, I'll use as reference for future levels. (I'm liking my forest, though.)
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Re: 2nd Official Last Legacy Level Designer Contest

Postby Raz » August 13th, 2014, 3:30 pm

Judgings have ended..soo here's the results, obviously.
In 4th place..
~MP3 Amplifier~ with "No Name!"(13)


















































In 3rd place..
Doram with The Experiment! (15.1)

































































In 2nd place...
Nwolf with Timewalk Desert! (18.36)






































































































In 1st place..
Volkove with Treacherous Torrent! (18.83)

Overall: show
1st: Volkove (18.83)
2nd: Nwolf (18.36)
3rd: Doram: (15.1)
4th: MP3 (13)
5th: Blackyoshi (11.5)
6th: Kary & Yuri (11.25)
7th: JRFD (10.8)

Sorry for the half-assed post, but I didn't realize there were absolutely no medals for LL (guess there's no point now) and there really wasn't much in the first place. Congrats to those who did win though!
and with that, I'm done with LL forever, thank god.
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Re: 2nd Official Last Legacy Level Designer Contest

Postby Harmless » August 13th, 2014, 3:33 pm

Doram: show
Doram's Level: The Experiment


Fun: 3.5/10

Don't worry, the only real reason it wasn't a whole lot of fun was because it was clearly incomplete and lacked that sort of feel that you're escaping from a derelict building - your own nonetheless. I was kinda hoping you'd add more obstacles and fallen bookshelves or stuff we'd have to climb over. But other than that I still had fun with the dialogue and story.

Design: 7.5/10

In the transition from the castle to the strange, ancient world, I feel you should've hid the strange ancient world and made the disabled transition thicker so we get surprised more. Other than that the graphics were really nice and, even though I felt you gave away the time travel notice and plot a little too early, the theme is clearly there. I love how you incorporated Delta into the plot too, regarding time and space manipulation.

Misc.: 3.25/5

+ Wow, that was an awesome intro with the whole explosion and sending your character upward and all that. I think the sleep transition between the normal and then the derelict room could've been longer but hey. It really threw me in for a loop. (+1)
- The door in the first room is accessable via delta. You should probably have your character start out with zero delta bars so they can't reach it. (-0.5)
- Red lever was actually pretty hard to find, admittedly. (-0.25)
? Why were there almost no squares in the transition to the ancient world? I only got squares from defeating that Mushroom. It's not too big of an issue, but it makes me wonder if the Squares were planned to be uniquely incorporated into the plot too. Or if they were just missing. Just a thought, really. (0)

Total: 14.25/25

Uh, not bad, although I felt like it would've been a lot better had it been completed and had a few bugs been removed (primarily regarding the first room door).


Blackyoshi: show
Blackyoshi's Level: No name?


Fun: 3/10

Unfortunately, a similar issue with Doram's level came up and the level was very incomplete, resulting in not much enjoyability. I'm interested in how you made the boss though. If the level was more complete and there was more than just fighting a single wolf in the first level then I'd probably be giving you much more points. Unfortunately, that was not the case.

Design: 5/10

Well, the tiles were good, although I'm not sure why there were a bunch of floating trees in the first level (though that may be due to lack of completion, I'm still wondering why). Also, where's the theme for Time Travel? I'm not sure I get it, unless if I'm missing something.

Misc.: 3.5/5

+ dat chrono cross music doe, would've fit Level 2 so well (+1.5)
- All the NPC's in the first level said 'Hello World!', which is something I probably wouldn't say given the turn of events of a dark magic dude coming out of nowhere and building himself a tower at light speed. (-0.5)
- The tiles in Level 2 were pretty poorly placed. You do realize half of those tiles were background tiles, right? Unless if you planned to put invisible platforms over them so the issue of going through them would be removed. Nonetheless, I felt like you should've taken care of that and the NPC's first before other things. (-0.5)
? What was that large square doing there in Level 1? I was also able to repeatedly get it. That might be a transition glitch in Null Space though, but still, what was it doing there of all places? (0)
? The second horizontal transition in Level 1... was that supposed to be blocking you from proceeding? Because I sorta removed it to take a look at the castle after a few tries trying to get past it. (0)

Total: 11.5/25

Sorry. It felt more like 3 levels that were very incomplete as opposed to a series that was 24% complete. I'm still not sure what direction you planned to take this series in.


~MP3 Amplifier~: show
~MP3 Amplifier~: No name?


Fun: 2/10

Okay, you saw it coming for obvious reasons. Very, very, very incomplete. :P

However, I did have quite a lot of fun exploring, oddly. It was really nice looking at that beautiful landscape you don't see everyday, and the snow worked well with the early morning. Not much to say otherwise.

Design: 7/10

For a 5% complete level, that was a really nice scene, again. The clocktower looked nice, houses were very well decorated, and I was amazed that you could even make that sort of steam come out of the chimney in that one house like that. Brilliant. But if it's so brilliant, why an 7/10? Uh, look to the left of the level. That road looks really weird being on its side like that, sorry. It also doesn't seem to make a smooth transition when paired next to the snow tiles.

Misc.: 4/5

+ Frozen lake was an incredibly nice touch and well designed. But why do we start on it? (+0.75)
+ Those gears were smooth and showed nicely, so I could really see it was a clocktower. Maybe a dark and mysterious one too. But make sure that the player can't climb on top of them. (+0.5)
- Just a suggestion, but it would make more sense for the player to start on the road. Because if you were to move to the road then that suggests you planned to move away from it. Why not move towards it and make the time travel plot more consistant? Just a suggestion, although I'm still not sure why we started on a lake. Doesn't really make much sense. (-0.25)
? The house rooftops were very slippery. It's not anything worth complaining about, but just thought I'd point that out just in case if you wanted something hidden up there. (0)

Total: 13/25

Wow, I feel really bad for half of the contestants all of a sudden. I swear this is not biased praise. My comments stand by that 5% level. Quality over quantity, y'know. That being said, it is still only 5% complete, hence the very low fun score.


Karyete & Yurimaster: show
Karyete & Yurimaster: No name?


Fun: 1/10?

I'm sorry, I'm really not sure what to rate this (although to be fair a 1 was my first impression). Unless if you were going for a rather short level, this doesn't read '15% complete' to me at all. I guess what happened was time beat you to the punch, but ah well. Sorry. I hope you understand, but there's literally nothing to do except walk around in the level and trying to enter pointless doors due to the unfinished building templates.

Design: 6.5/10

It's little things like 'Hue: 180' 'Brightness: 7.00' and multiple colorboxes on one pixel of a building that really makes certain levels stand out from the rest. You clearly worked on this hard for whatever amount of time you worked on it, but I really want to see more than just a slightly indented dirt ground with a few benches and trees here and there. Also, more variety in the brick structure of houses, I seem to be seeing the same bricks used for the same houses/clocktower.

Misc.: 3.75/5

+ Somehow, I feel that the sleeping guy that the player was unable to talk to would have some hilarious cutscene action for the beginning. Just feeling that vibe already when clicking on him in the level designer says a lot about what you planned to do. (+0.5)
+ A shop? Great idea. Why it's in the first (and maybe only) level? Not quite sure. (+0.5)
- Building roofs were uninteractable. I dunno, that just takes out the fun in exploring the outside of them. (-0.25)

Total: 11.25/25

I appreciate the work you did with the color boxes, but it's not enough to consider the core of the level itself.


AwesomeJRFD: show
AwesomeJRFD: Down to Earth


Fun: 2.5/10

Well, not the most fun I've had in my life, but it was pretty fun going down that obstacle course. Not sure what it has to do with time travel, but still. It was pretty well executed.

Design: 5.5/10

The Earth in the background was actually really well done, I had no idea you could do that sort of thing. But why were there only continents in the North? The alarms I appreciated and the spaceship looked really nice (albeit it was simply floating in the air). There was a lack of decor/debris but it is space, so oh well. My primary question; What does this all have to do with Time Travel? I really wish you had finished this so that question would be answered, but as of now I'm utterly lost.

Misc.: 4/5

+ Bonus points for a ridiculous setting such as futuristic and in space. I know it's a pretty big time era for a plot such as time travel, but hey, in Last Legacy there's more magic themes which collide with the sci-fi nature of the future in this level. I'm still interested in what you had in mind. (+1)
? Did you ever plan on having the player fall to Earth by any chance? I noticed there's ground tiles at the bottom in the Level Designer, but I'm not sure if you just used the default ground for the player to land on during their bottomless fall or if you really intended there to be Earth's soil. (0)

Total: 12/25

If you made more your score would've gone up by a lot more, personally. That was assuming you kept doing the same good work with what you had on here.


Nwolf: show
Nwolfie: Timewalk Desert


Fun: 7.5/10

If you thought most of my respect went towards the fun I had with your SM63 levels, well, you'd probably be right until I played this LL level you made. Man, you really make things fun and exciting throughout the level. My primary concerns are how linear the level was, though. With time travel you'd think you'd allow the player more options and a bit more puzzle solving as opposed to 'ermergerd it's now nighttime you can walk on the ceiling'. But that rising lava action though. My god, I don't think I've dedicated so much energy to beat a level in a while, really. However, you lose points for also making the level a bit more of trial and error as opposed to actually letting the player know what to do. I was pretty lost the first few times I played it, but after that I had a blast.

Design: 6/10

Well, the tilework was neat at least. You used colorboxes pretty well and the theme was there (even though I had no idea why the theme was there in the first place, but it was so whatevs).

But something seriously bugged me. Nwolf, your entire level was bare.

'but hamles arent deserts in general bare wit nu treeees or anythin-'

Shaddup.

What I'm saying is that Deserts, more notably the non-tundra ones, generally have a cactus or two. Y U NO CACTUS. Essentially, at least add some sort of decor to your level because looking at sand gets boring after a while. Also, needs more than just two varieties of tiles, even if they were altered with colorboxes.

Misc.: 4.6/5

+ The platforming you developed was very well varied and at the same time pretty well executed. I'd say make the jumps a little bit easier when you start going on the rotating blocks around a black hole in nighttime though. (+0.75)
+ I didn't notice it until right before I beat the level, but you gave us two Scimitars so we can left or right mouse click to use our basic attack before we get anything. Genius, actually. (+0.75)
+ The falling sand at the beginning, I actually quite liked it. Not sure why you didn't revisit that idea in later of the level, but it worked well. It would've worked better with the time changes, I feel like, but it still worked. (+0.5)
- Oops, a tiny detail or two that ruined your perfect score. The portal above the very first one you jump into was near impossible to get into. I dunno why. It took me very long to actually get in and even then I missed it at least 15 times, often because I sailed right through the portal entrance. (-0.25)
- Why an Amethyst sword right when there's no more enemies to defeat? I don't get it. If it has something to do with the nonexistant plot, then make note of it inside the level at least. (-0.15)
? How do you even get into the lava level? I'm not sure if that was just an optional thing inside the designer or if there was a way to get there. I couldn't find it, so I just placed myself there by moving my start pos. in the designer. (0)

Total: 17.1/25

Well done, really. It could've used some tweaking here and there but for a month progress I'm impressed with how much you added.


Volkove: show
Volkove: Treacherous Torrent


Fun: 7/10

That was... uh, how do I put this. Surprisingly interesting, I guess. The level was pretty well executed and enemy placement, although annoying, was pretty well placed. However, at the same time the platforming, even though you tested it and made sure you couldn't miss a platform, it was still incredibly easy to miss a platform or whatnot. I say this because the level was very difficult. I feel like you shouldn't make all the platforms pixel-perfect to land on and give the players a little bit of room for error in their jump calculations, especially in the toxic time warp area. It doesn't occur all the time but it does occur most of the time. The gravity's also very high in the time warp area.

The monsters have pretty high HP, too. Those wolves would always take away a good chunk of my HP even if I tried to avoid them, then I might get killed by a Grock or by falling off in the time warp area. But I had fun nonetheless, it was a good amount of fun for that level. Maybe one or two more HP on the player would do even if you didn't feel like adjusting the monsters's HP.

Design: 6/10

Well, there's quite a bit to say aside from 'good job'. You used a good amount of decor and the level was well designed. Although most of the level were sand tiles, the time warp zone provided an almost entirely new atmosphere, which I think you pulled off very well. There wasn't any cutoff from what I noticed in the level. Could've used more variety in the sand tiles before the end though. The part after the village felt weird having no background though, and I'm not sure why the wolves were colored olive green. Although to be honest, I'm very stuck on how the theme fits in, which was the primary downfall of your design score.

You provided a good amount of dialogue concerning the people's concern about the rain, but then where does this time travel thing fit in? Why would they send someone with experience on time travel to go investigate? Are you part of some royal blood or something that has special powers of time travel? I feel like a lot of details were missing as to why 'time travel' fits in with the level of all things.

Misc.: 3/5

+ Finally, some NPC's that said more than just 'Hello World!'. I'm interested in how you got those NPC's to fit inside mage and armored knight costumes though. There was also some really good dialogue. (+1)
+ Liked the time warp mechanic, but what I don't get is why there's increased gravity in the time warp. You'd think that there'd be lower gravity of all things because you're manipulating something that runs fairly parallel with space. (+0.25)
- Those red switches. Good concept, oh my GOD the placement for those things were annoying. Especially around that one part where you had to jump on three in a row in the toxic time warp, with heavy gravity affecting you and all. (-0.75)
- I feel like it was a waste to introduce Delta and purple switches late in the level. I know you said it wasn't as complete you'd like it to be and you probably had more after them, but I felt you should've introduced them way earlier, like before the red switches. There could've been so much you could've made for the player with them, especially regarding the level layout in the earlier parts (for example, a hidden delta-exclusive passage that required you to sink into quicksand a little bit to get into) Tutorials first, action later, y'know. (-0.5)
? What happened to the Blue switches? You've only used them once for demonstration purposes, similar to the Purple switch. Although the difference is that the Purple switch you probably had more uses for it (even though I preferred it earlier in the level), but the Blue switch you introduced before the red switch and yet you only did one thing with it. Did you plan on using them in conjunction with the purple and red switches or something? I'm actually quite curious to hear you out on this one. (0)

Total: 15/25

I felt like you made a few errors that really needed fixing, to be honest. I understand level execution was shown in the level, but theme and small details like the switches need to be revised. It just didn't feel like the level was truly amazing as a result.


Overall Standings: show
1st: Nwolf (17.1/25)
2nd: Volkove (15/25)
3rd: Doram (14.25/25)
4th: ~MP3 Amplifier~ (13/25)
5th: AwesomeJRFD (12/25)
6th: Blackyoshi (11.5/25)
7th: Karyete & Yurimaster (11.25/25)
Expect something cool here soon!

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Re: 2nd Official Last Legacy Level Designer Contest

Postby Oranjui » August 13th, 2014, 4:37 pm

OJ's Ratings, in order of level posted date: show
-BY: Untitled
Gameplay: 2.5/10 * 40% = 10% + ...
Very little to do; no ending/checkpoints. Very few squares. I know it's unfinished, but I was rather disappointed by that. These looked like they had a lot of potential.
Splitters were used well from what I could tell, and the level ran smoothly.

Design: 7/10 * 40% = ... + 28% + ...
Outstanding detail. I loved the designs you made. However, it doesn't seem to match up with the time travel theme very much at the current stage of development, so I can't rate it as highly as I would like to.
Some of the design in the second part made movement difficult.

Miscellaneous: 3/5 * 20% = ... + 12%
+0.5 Nice music choices.
-0.5 Short/unfinished.
OVERALL: 12/25 . . . . . 48%
~Not judged based on completion status~
Come on, those were the beginnings of a great level! I'd love to see more from you in the future.



Triple J: The Essence of Time
~Not judged by request of author~
I really liked what this was shaping up to be. Wish you could've finished it :(



~MP3 Amplifier~: Untitled
~Not judged based on completion status~
Come on, you too? This looks great so far!



Yurimaster & Karyete: Untitled
~Not judged based on completion status~
I really liked what you guys had going. Maybe next time, or something?



AwesomeJRFD: Down to Earth
~Not judged based on completion status~
I'm not completely sure what you were planning, but I enjoyed what little there was of the level. Better luck with motivation or whatever next time.



Nwolf: Timewalk Desert
Gameplay: 8.5/10 * 40% = 34% + ...
The first section was pretty interesting, with the windows and rising tower and whatnot. The sand area wasn't particularly fun, though there were a few things that caught my attention. The second section picked that up a little bit, though the spot with all of those enemies was rather, uh, annoying. That was made up for with the amazing final section, and then some. (And the secret section was great fun too.)
Only a few splitters, but the level was made well enough for that not to matter. It played smoothly (slightly laggy in the second section). Good square distribution and likewise for checkpoints.

Design: 6.5/10 * 40% = ... + 26% + ...
I personally don't see how it fits with the theme very well anywhere apart from the final section. Graphics weren't too impressive, but you did a good job in the beginning and in the last section. Perhaps adding a storyline could help?
Miscellaneous: 5/5 * 20% = ... + 18%
+0.5 Good music choices.
+1.5 Cool gameplay features like the time travelling, black holes, and teleportation windows.
OVERALL: 20/25 . . . . . 80%
Great job on this! Loved the platforming. Looking forward to seeing more coming from you.



Volkove: Treacherous Torrent
Gameplay: 9/10 * 40% = 36% + ...
Thoroughly impressive. Good storyline, fun platforming, and lots of interesting devices. Squares are distributed decently, as well as checkpoints. The only negative here I can think of is the slight lag I experienced while playing. I don't know if this is because of the wide distances between splitters and the amount of enemies, but it was enough to cause some extra deaths.
Design: 8.5/10 * 40% = ... + 34% + ...
[color=#CCCCCC]Decoration was good, though maybe slightly underdone. The time travel theme was definitely met well. I enjoyed the story, but it didn't really continue to develop past the beginning. Otherwise, great job.

Miscellaneous: 4.5/5 * 20% = ... + 18%
+1.5 Some very neat concepts in here: quicksand, time portals, bounce pads, etc.
OVERALL: 22/25 . . . . . 88%
Can't say that I expected anything short of excellence from you. Way to go.



Doram: The Experiment
Gameplay: 6/10 * 40% = 24% + ...
The beginning was intriguing, but there wasn't much platforming anywhere. No squares and few enemies, either. On the upside, there was no lag whatsoever. Cool idea, though!
Design: 8/10 * 40% = ... + 32% + ...
Good graphics/decoration throughout. A little sparse in the halls of the castle, but otherwise it was definitely visually appealing. Nice story, too. Fits well with the time travel theme.
Miscellaneous: 4/5 * 20% = ... + 16%
+1.5 Interesting concept to fit the theme: experiment goes wrong, creates some sort of rift to the future. I like it.
-0.5 Relatively short level. Did you have more in mind?
OVERALL: 18/25 . . . . . 72%
Great job, aside from the deadline probably cutting it a bit short. Hope you do more in the future (hee hee).



So pretty obviously, with only 3 levels, that means:
3. Doram's The Experiment - 18/25 (72%)
2. Nwolf's Timewalk Desert - 20/25 (80%)
1. Volkove's Treacherous Torrent - 22/25 (88%)
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Re: 2nd Official Last Legacy Level Designer Contest

Postby Volkove » August 13th, 2014, 8:46 pm

I'm not quite sure why I won again.

Oranjuice wrote:The only negative here I can think of is the slight lag I experienced while playing. I don't know if this is because of the wide distances between splitters and the amount of enemies, but it was enough to cause some extra deaths.


I don't recall noticing any lag. The only reason I can think of is because of the large green filter in the 'future' zones.


Harmless wrote:The monsters have pretty high HP, too. Those wolves would always take away a good chunk of my HP even if I tried to avoid them, then I might get killed by a Grock or by falling off in the time warp area. But I had fun nonetheless, it was a good amount of fun for that level. Maybe one or two more HP on the player would do even if you didn't feel like adjusting the monsters's HP.


From what I can tell, you cannot actually adjust the monsters' HP values in this version (altering the value doesn't seem to do anything). I would have if I could have.

It gets much easier once you get the throwing axes, for what it matters.

You provided a good amount of dialogue concerning the people's concern about the rain, but then where does this time travel thing fit in? Why would they send someone with experience on time travel to go investigate? Are you part of some royal blood or something that has special powers of time travel? I feel like a lot of details were missing as to why 'time travel' fits in with the level of all things.


I thought it was explained in the dialogue, but you are meant to look into the future to see the results of said unnatural rain storm. Likewise, the land erodes in the future, but the shrines do not, which allows the player to pass areas that are not otherwise possible in the present time (such as large pits of soft quicksand).

As for why you can interact with them, probably just due to being the 'hero' of the story.

+ Finally, some NPC's that said more than just 'Hello World!'. I'm interested in how you got those NPC's to fit inside mage and armored knight costumes though. There was also some really good dialogue. (+1)


I just put the normal NPCs behind the knight/mages in the back layer. Making the dummy NPCs transparent also works, but the terrain made the back layer convenient.

+ Liked the time warp mechanic, but what I don't get is why there's increased gravity in the time warp. You'd think that there'd be lower gravity of all things because you're manipulating something that runs fairly parallel with space. (+0.25)


It has nothing to do with time manipulation, but the state of the world in the future, which is evidently toxic enough to increase one's weight.

Interestingly, the original concept DID call for decreased gravity (or more specifically, everything to be permanently submerged underwater). However, thanks to a severe flaw regarding the interaction between triggers and delta, lowered gravity basically allows for extreme cheating via delta usage, and unlike the previous version, there is no way (to my knowledge) to disable it. I posted the problem in the bug report section, but basically, triggers do not slow down while delta mode is activated (yet everything else does), and if triggers are meant to give the player a slight push upward, it just results in skyrocketing into the stratosphere if you enter delta for more than a couple seconds, which essentially breaks just about any level design that isn't completely horizontal.
Increased gravity was the next best thing (since you can't use Delta to cheat around it), but not my first choice by a long shot. By the time I noticed its problems, however, it was too late to change it.

I might remake it in the previous version, where I would have proper freedom with triggering as well as enemy HP manipulating.

- Those red switches. Good concept, oh my GOD the placement for those things were annoying. Especially around that one part where you had to jump on three in a row in the toxic time warp, with heavy gravity affecting you and all. (-0.75)


Odd, the red switches seemed like the easiest for me. I had far more trouble in several other areas of the level.

- I feel like it was a waste to introduce Delta and purple switches late in the level. I know you said it wasn't as complete you'd like it to be and you probably had more after them, but I felt you should've introduced them way earlier, like before the red switches. There could've been so much you could've made for the player with them, especially regarding the level layout in the earlier parts (for example, a hidden delta-exclusive passage that required you to sink into quicksand a little bit to get into) Tutorials first, action later, y'know.
? What happened to the Blue switches? You've only used them once for demonstration purposes, similar to the Purple switch. Although the difference is that the Purple switch you probably had more uses for it (even though I preferred it earlier in the level), but the Blue switch you introduced before the red switch and yet you only did one thing with it. Did you plan on using them in conjunction with the purple and red switches or something? I'm actually quite curious to hear you out on this one. (0)


I would think that gameplay elements are better introduced gradually, not all at once. You have to learn to walk before you can run, after all.

Besides, it would have been fleshed out further in future levels, had I made them (time constraints resulted in sticking with just the one level).
Will do sporadic level reviews on request - PM if interested. I will only do one level at a time. I tend to be rather critical.
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Both made by MoD, naturally.
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Re: 2nd Official Last Legacy Level Designer Contest

Postby Harmless » August 13th, 2014, 9:04 pm

Ah. From what I read in the vault I don't recall there being notice that it was a series, but ah well.

The red switches, if not the monsters, would kill me the most.

I think I understand the story slightly better now, but some details are still missing/not as well shown as I clearly missed them during my playthroughs.
Expect something cool here soon!

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Re: 2nd Official Last Legacy Level Designer Contest

Postby Nwolf » August 14th, 2014, 2:04 am

FUUUUU 0.5 points ;_; Gz Volkove though :3

Judging replies: show
Harmless wrote:However, you lose points for also making the level a bit more of trial and error as opposed to actually letting the player know what to do.


The checkpoints are right where you would have to retry ;w;

Harmless wrote:'but hamles arent deserts in general bare wit nu treeees or anythin-'


I knew I forgot something : D

Harmless wrote:- Oops, a tiny detail or two that ruined your perfect score. The portal above the very first one you jump into was near impossible to get into. I dunno why. It took me very long to actually get in and even then I missed it at least 15 times, often because I sailed right through the portal entrance. (-0.25)


Always works for me to go on the tower and do a double jump back

Harmless wrote:- Why an Amethyst sword right when there's no more enemies to defeat? I don't get it. If it has something to do with the nonexistant plot, then make note of it inside the level at least. (-0.15)


idk

Harmless wrote:? How do you even get into the lava level? I'm not sure if that was just an optional thing inside the designer or if there was a way to get there. I couldn't find it, so I just placed myself there by moving my start pos. in the designer. (0)


Because LL is cool I managed to hide path to the secret path way better than in SM63... maybe too hidden though! It was above the inverted gravity part (screwing around you will be able to walk on them, dodge the black holes again and fall up to a teleportation window)

Oranjuice wrote: though the spot with all of those enemies was rather, uh, annoying.


Nwolf nub at making "arenas"

Oranjuice wrote:(slightly laggy in the second section)


:o

Oranjuice wrote:Good square distribution and likewise for checkpoints.


: D

Oranjuice wrote:I personally don't see how it fits with the theme very well anywhere apart from the final section.


I had no ideas ;w;
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Re: 2nd Official Last Legacy Level Designer Contest

Postby Karyete » August 14th, 2014, 3:37 am

Harmless, let me educate ya.

Me and Yuri were going to collab, but a little while ago my computer died totally when we had just started. Yuri then decided to just collab with BY, and that stopped too. So that level isn't even a level because we didn't get to do anything on it :p
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Re: 2nd Official Last Legacy Level Designer Contest

Postby Harmless » August 14th, 2014, 2:44 pm

Karyete wrote:Harmless, let me educate ya.

Me and Yuri were going to collab, but a little while ago my computer died totally when we had just started. Yuri then decided to just collab with BY, and that stopped too. So that level isn't even a level because we didn't get to do anything on it :p

why the fak does nobody tell me about this shiz

Well, okay, I guess don't take my judgings to heart then. :P
Expect something cool here soon!

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