2nd Official Last Legacy Level Designer Contest

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Re: 2nd Official Last Legacy Level Designer Contest

Postby Doram » August 15th, 2014, 12:12 pm

Oh, yeah. I had planned a BUNCH more for that, but I got what I had there at least lacking major bugs. For example, there is a secret path in there (that works), that involves playing with all the switches in the broken lab, but it's practically impossible to figure out without looking at the code (more than one switch in specific order). I found out about the variables bringing data across transitions, and I couldn't help myself. Unfortunately, figuring out how that all worked soaked up some of the time that could have gone into making it longer. (Also, I argued with it for a while before giving up, because I wanted the camera to shake like an earthquake as part of the explosion.) Also, getting the awesome looking machine to look awesome took me some time too. I wanted to make it look like a nicely equipped mad scientist lab. I think I achieved that well enough at least.

Overall, it was a very busy month for me, and I got as far as I could. I actually wanted to bounce more back in forth in time, and other stuff. I could certainly call this the first in a series, safely enough. I am more than happy enough to have Third place, and I am glad I got it in under the wire. Thank you.

Doram bows.

EDIT:
Goes to read more of the tutorial on triggers...
...Sees the "Spawn earthquake" trigger. Facepalms repeatedly. Headdesks.
Ok. I'm definitely going to fix a bunch of stuff before I submit this to the portal.
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Re: 2nd Official Last Legacy Level Designer Contest

Postby ~MP3 Amplifier~ » August 17th, 2014, 9:38 am

People actually judged mine?

...I was joking ;_;

But lol I was not expecting any score above 10 for the lack of level design there was. I mean there was nothing at all to play on. I think people were a bit too generous with me there.

Congratz to Volkove once again.
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Re: 2nd Official Last Legacy Level Designer Contest

Postby Harmless » August 17th, 2014, 12:45 pm

... I wasn't kidding. ; n ;
Expect something cool here soon!

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Re: 2nd Official Last Legacy Level Designer Contest

Postby Nwolf » August 18th, 2014, 12:53 pm

Food post your judgings pls ;_;
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Re: 2nd Official Last Legacy Level Designer Contest

Postby Raz » August 18th, 2014, 12:58 pm

I can do it if he doesn't eventually.
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Re: 2nd Official Last Legacy Level Designer Contest

Postby Karyete » August 19th, 2014, 3:38 am

Oh, crap, I forgot >_> I'll do it soon, unless Raz doesn't mind doing it.
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Re: 2nd Official Last Legacy Level Designer Contest

Postby Raz » August 19th, 2014, 12:00 pm

Karyete wrote:Judged AwesomeJRFD, Nwolf, Doram and Volkove, the other levels seemed to incomplete to judge. Sorry for the weird layout of the text, I don't know why it's doing that.

AwesomeJRFD: show
JUDGINGS

AWESOMEJRFD

GAMEPLAY:
3.5/10

...Well, erm, you did say it wasn't finished. After climbing down the ship as instructed, I get a nice view of a beam of light coming out of Earth, and then...
nothing. I've loaded the level into the Designer and looked into it, only to find nothing but the ship, so I assume I did all I could. However, I do believe this
could turn into an awesome level, and I'll admit that jumping down from a massive burning rocket while trying to avoid the walls is a good challenge. It's a shame
this wasn't finished.
Look on the bright side, though - everything worked as intended!

DESIGN:
4/10
The lack of basically any scenery bugs me a lot. The burning ship is very cool but that's all there is. This isn't to say it was going to look like this, but I can
only judge what I see. The background, obviously, is the main point here, because that's actually a very convincing Earth (even if all the continents look the same
:3). Also, you get some bonus here because I really liked the flashing red lights.

OTHER:
+Gave a very...ominous space-y feel (0.1)

-Unfinished, and as a result over VERY quickly (0.5)

TOTAL OTHER: 2.1/5

TOTAL: 9.6/25


Nwolf: show
NWOLF

GAMEPLAY:
7/10

I found this level extremely challenging,
even if it wasn't all particularly fair. There were many different things this level threw
at you, all of it clever and challenging. Although the sections are small, they're
separated nicely and it's a struggle to make your way through each one in one piece, and
it took me several times to complete it. It ran at an excellent FPS even on the highest
settings - smoothly all the way through. The Large Squares were easy to find but hard to
collect. I like that.

Unfortunately, though, I hit a few snags. Firstly, although you had many good ideas in this
level, all of them had some problems. In the first section (and a certain part in the
second, that really drove me up the wall) the teleporters are tempermental and don't always
teleport you when you seem to hit them. The camera also kept going upwards and I couldn't
see the enemies on the bottom of the screen. The second section resulted in many unfair
deaths - the gravity was the result of this. There's no actual way of telling where it
starts or ends and I kept dying because the gravity nearly dragged me up then randomly
decided to chuck me into the abyss below. The rotating section with the black hole and a
ton of enemies was awfully tedious because trying to grab onto ledges was hell. Rather than
grab it, sometimes you would plummet to your death. And that teleporter near the green
platform? Near impossible to get into it. The last section only had one problem, and that
was because it's a boring task to even move, with the rapid changing speed. I liked the
concept but it didn't really work there.

None of those problems were huge, but if they were all gone I'd enjoy this level much more.
The concept of the level was fantastic, however - the execution seemed a bit in the middle.

DESIGN:
7.5/10

All gameplay glitches aside, this level was amazing in terms of how it worked. Teleporting
around like a madman? Yes please. Flying around like a bird? Let's do it! The time-break
thing got me the most, though, regardless of whether it worked brilliantly or not. I've
never actually come across a level with such variety in it before. The graphics seemed a
tad plain, but nothing was actually wrong with it. What I found odd was only the start had
enemies (besides the Blue Mushroom Enemy in the third section). The transition between
section 2 and 3 was weirdly impressive. I just wish there was some more scenery, because
one of it seemed to truly be impressive. The level fit pretty well with the theme, but I
can't help but feel that it's not really TIME TRAVEL, as such. I know there's some between
section 1 and 2, but that felt kind of thrown in.

OTHER:
+Suitable music (but no section 2 music) (0.5)

+Good, varied trigger work (1)

-Camera gets very weird at times (0.5)

TOTAL OTHER: 3.5/5

TOTAL SCORE: 18/25


Doram: show
JUDGINGS

DORAM

GAMEPLAY:
3/10

There wasn't anything wrong with the gameplay other than the fact it was over in a minute. Nothing happened after the explosion other than the end of the level. This
looked like a really awesome start to a level rather than an actual level itself, which was a shame. There wasn't anything WRONG with it, but I just wish there was
more, even if you did have to finish it early. Even worse, the level seemed to lag a little even on my NASA computer, but it was only slight.

DESIGN:
8/10

The graphics were not only brilliantly done and amazing, they were also clever. The debris and natural scenery both looked amazing. The machine at the start was really
cleverly done, and the effect it had on the level graphics was a clever touch. I got the feel that the castle you started in actually felt like it broke up, rather
than you just placing a load of messy graphics everywhere and calling it a broken-up castle. There is just one problem, which may be linked with the incompleteness of
the level - there isn't a lot of link with time travel. I can see where it's heading, but at the moment there's not much to go on.

OTHER:
+Some interesting ideas (0.25)

-Incredibly short (0.5)

TOTAL OTHER: 2.25/5

TOTAL: 13.25/25


Volkove: show
JUDGINGS

VOLKOVE

GAMEPLAY:
9/10

I think "wow" is the only word I can use to describe this level. It was amazing. Despite its length, the level was an immense challenge to finish (for me, cuz I suck
at LL) and yet it was ridiculously fun at the same time. The Air meter was a stroke of genius, and put me on edge to get the hell of of that toxic world as soon as I
could. The other, regular world was OK but didn't particularly amaze me, gameplay wise. It was just some light platforming and enemies to kill. One thing that
bothered me was the last bit and once you died, you had to go all the way back to the beginning. The enemies were very well placed, camouflaging with the scenery
excellently and forcing the player to memorise where they were, which was a good challenge since it wasn't just find enemy, slash at enemy.

Unfortunately, I think I did find the major bug you mentioned. When you collected a new item, the game lagged horrendously. This wasn't such a major issue once you
had a lot of items and was collecting the same ones, but it was irritating all the same.

The platforming may have been average in the regular world, but in the toxic world it was pretty damn hard. You had to get your jumping and timing perfect - and the
red buttons that acted as springs were very clever - but the rest of the buttons seemed to make a one-time appearance which disappointed me a little. Nonetheless, it
was a great concept and was done excellently. Difficulty, as mentioned before, seemed a bit uneven but when it got REALLY difficult that was when it was most
engaging.

DESIGN:
7/10

I liked the graphics a lot, but the graphics in the toxic world seemed very bland. The effects were nice, but it felt very plain to me. The start was pretty good,
with all the pyramids and such, and the distant area. Nothing was particularly amazing, grahpic-wise. But the actual level layout was pretty good, not just a linear
A to B level. The way you had to warp between two different worlds was nifty and added some challenge. Everything worked smoothly, the codes functioned very well
and I imagine were quite complex to get working. Enemies were spaced out well and were very deviously hidden. Weirdly, the scenery you made yourself impressed me
the most, with the rock formations and such. The graphics did have a good realistic look to them.

OTHER:
+Suitable music (0.5)

+Good code work (1)

-Immense lag bug (0.5)

TOTAL OTHER: 3.5/5

TOTAL SCORE: 19.5/25


Again, apologies for the odd layout.
Karyete, Master of Civil Conversation
Disclaimer: none of these messages have been edited, context can be provided if needed (thanks discord!) but absolutely does not change anything about these messages and that he's too overly defensive and cocky to make situations better

Karyete: I don't have anything to say to you, I've been deliberately trying to not offend you for years, actually, but apparently everything I say to you is wrong. You come across as so aggressive that you successfully intimidated me into not wanting to talk to you
Karyete: Seriously, what is your problem? And not only that, you fail to even acknowledge you might be in some wrong here.
Karyete: Oooh it's you? Hello. Feel free to drop this right now. You're going to make yourself look like an idiot.
Karyete: We don't want to hear your opinion at this stage.
Karyete: You're not getting any apology, especially after now.
Karyete: You can stay up on your high horse, continue to twist the truth and act like an absolute child all you want. I refuse to give respect to a man who right now is picking up a dropped argument because he simply cannot fathom the idea that he might be in the wrong.
Karyete: How pathetic
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