29th Level Designing Contest

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Re: 29th Level Designing Contest

Postby Harmless » April 30th, 2015, 3:31 pm

because;

1. the 3 points off of a 20/20 might've been from gameplay
2. because I wasn't aware I couldn't go over miscellaneous 5 point limit even though I couldn't find any major flaws in amp's level aside from gameplay (which I already mentioned)
3. maybe I'm just dum
Expect something cool here soon!

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Re: 29th Level Designing Contest

Postby MessengerOfDreams » April 30th, 2015, 3:37 pm

Yeah, if you could go over 5 in miscellaneous then Star king would have given me a 21.5 for Dark. An 18.66 average for that series is nice but unrealistic. I mean, gameplay doesn't just have to be platforming. If you can work it out, then it'd be great, because Amp was actually underscored by as much as a quarter point.
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Re: 29th Level Designing Contest

Postby NanTheDark » April 30th, 2015, 3:42 pm

I'm here to punch the judges.

*punches MoD* Thanks but no thanks, I can write my own stories :P Not to mention I didn't write the story xD

*punches Vendai* Yeah I get it MoD is great :awe:

*punches MK* But you're right I guess, I rushed the platforming...

*punches nin* CALM DOWN DARN IT NO NEED TO YELL :3

*punches Harmless* :3

*punches Yurimaster* I haven't seen your judgings yet but I know you'll hate our entry xD

*punches FrozenFire* You're a judge too! :P

So yeah emm... your judgings were fair enough, I just wanted to punch the judges. :P Our level was far from perfect. But next time we'll do better. :) This was a nice LDC.

















But seriously MoD no need to be so condescending about the story thing excuse us for not writing a novel every November :3

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Re: 29th Level Designing Contest

Postby MessengerOfDreams » April 30th, 2015, 4:50 pm

https://docs.google.com/spreadsheets/d/ ... sp=sharing

Here's the updated scores. The only placement change is MegaR passing Supershroom. There were a myriad of small miscalcs, and we still haven't seen Yuri's judgings yet.

Harmless adjusting his scores won't make a placement change but it'd still be preferred that he does something in that regard. (Although an adjusted score of 18.66 for Dark isn't something I can say no to :P)
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My latest story, and one of my personal favorites. A girl bound in silence finds the words to say to her prospective girlfriend as they visit her religious father in a dusty town on the edge of Kansas, where the crows' migration south brings forth anchored memories, the path to resolution, and a new start.

Form (25quared)
This might be like nothing you've seen before.
Updated Works! Some of my past best and current stuff: show
Writing Works!
Fanfic: Shut Up and Dance
why do I write so much about dancing you don't dance you've never danced in your entire life
lying little ♥♥♥♥ with your ♥♥♥♥ story ♥♥♥♥ you
also Diddy/Lucina <3

Fanfic: Worth a Thousand Words
Because the world needed a Samus/Dedede story
Fanfic: Ecstatic Silence
Just wanted to write and ♥♥♥♥ like this happens, you'd think I'd know better.
Fanfic: Far From the Edge
It's a dance that's been a long time coming for a brand new man and an unchanging woman, but once one takes the plunge there's no falling back up.
Original: Jealous Ghosts of the Mississippi
The story of Rachel meeting Amber after a lifetime of silence and being shunned
Original: Your Hand in Mine
One of my most personal stories about a dangerous romance. Now to be published in a college lit journal!
-------------------------
Recent LDC Work:
Level Series: Leaves From The Vine (ft Star King)
For the 29th LDC, a theme of grassland taken through the growth of our designing society. Won the 29th LDC!
--
Levels at Large:
Level Topic: Collection of MoD's Levels!
If you've ever wanted to see any level I made worth a damn, go here! From the quiet 14th LDC entrant Finis to the megasmash level series Dark, you can find links here!
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Re: 29th Level Designing Contest

Postby Harmless » April 30th, 2015, 6:12 pm

I'll get to work on it.

edit: and done

Updated Judgings: show
I'll only be including judgings I have changed.

Emelia K. Fletcher - Superfluous Landscape

Gameplay: 4.5/10

Well... uh, it's interesting. I'll be honest, the main reason your Gameplay is a 4.5/10 is because there's hardly anything to be said about it. After all, the level was designed to be a story, snapshot followed by snapshot. I'll cover this more in Miscellaneous.

But for now, the only comment I have is - the second sling star was kinda hidden under the planet. Move it up on top of the area as opposed to under it, as I wasn't sure where to go and actually died when trying to reach it (partially because I noticed it while I was falling off the planet/snapshot). NIN DON'T CALL ME BAD PLS

Scenery: 4/5

It's a somewhat modest amount of decor - there could've been a bit more. You could've also added disabled enemies to improve the effects of the story, but that's just a personal suggestion. The decor that was there was placed well, though, and the cabin was a nice touch.

... I want to say more, but it's hard to say more about a level that's so short.

Edit: Now that I think about it, the different tilings here and there (cave, cabin, etc) actually do make it look a bit more varied and better. Small bonus points.

Miscellaneous: 5/5

+ The introduction had me hooked. The story was a great one, and that message to the right of the transition was really powerful. I loved it all, though there was one small quotation-mark error in one of the last signs. (+1.5)
+ I almost said the level barely fit the theme until I read the message to the right. Yeah, nevermind. It didn't just fit the theme, it almost fit all themes to ever exist. Assuming the tileset was arranged, that is. Regardless, it fit the theme nicely in a very unique way. I'm VERY jelly and impressed at the same time. (+0.75)
+ I wasn't expecting you to pull that sort of snapshot-like story out of nowhere. The execution of the story and all the little snapshots were very nice touches, and although it could've used more decor as said in Scenery, what was there pulled through. (+0.5)
+ Weirdly enough, the negative/empty space in the level actually served a nice purpose - not just for separating the snapshots, but also in giving the vibe that the creator from above really had an impact on the landscape. And I never thought I would say this in my entire life, but your use of empty space actually gave the level a nice feel to it, and really empowered the story. (+0.5)

- It didn't reduce points in Scenery, but it will here. The level was incredibly short. I really wanted more out of it, but oh well. Still felt more like a 25quared entrant to me. (-0.5)
- That name of the peaks was pretty hard to pronounce, and I spent quite some time trying to pronounce it. Maybe an easier name would be better so the reader doesn't have to stop and break the pace of the story. (-0.25)

Total: 13.25/20 (so yeah no difference in overall score)

No, this won't be winning any awards anytime soon, as it's quite short and there's not much to be said about gameplay. But holy ♥♥♥♥, that story alone and the decoration gave me an experience unlike any other. I really want to say this was on MP3 Amplifier/MoD level of storytelling - it was that great.

Edit: Apparently after some talking with Em2Kay he actually said he really wanted to bring more than the level had to already offer. In that case, let me know when it's finished - I'd love to play it again and see what you can bring us.





The Secret Meadow - ~MP3 Amplifier~

Gameplay: 6.75/10

So, the platforming. The level, in terms of playing through it strictly and not paying too much attention to the storyline was fairly good, but... There were a few irksome passages (mainly the metal bars, rotating platforms and circle platforms). The metal bars, if you went too far left at times, you would fall right through them. The same thing went for the circle platforms, as they moved quite fast and often I would fall right through the smaller ones. Some of the rotating platforms would squish Mario and cause quick and annoying damage.

There was also a passage where you could get stuck in (and not get out), mainly here;

Image

It does get a little bothersome, especially when you encourage the player to explore. Which, speaking of which, I didn't quite feel like there was much of an exploration factor since the level was linear in platforming and pathways. Maybe some variation or multiple pathways would encourage exploring and spending your time in the imagination. Some of the disabled tiles also kinda surprised me, but it's not too big of a deal.

There was also that spot where I wasn't sure if I was supposed to get squished by the thwomp to proceed. I would just remove the thwomp and platforms personally, as it causes nothing but confusion. Overall, the platforming managed to hold on its own. However, the level was a little short, and the pace was a little slow here and there. Platforming was a little strict too, especially towards the end.



Scenery: 5/5

Some plants looked a little weird coming out of seemingly nowhere (i.e. bottomless pits), and the tall blowy tree looked quite odd with all the 'Mega trees' at 0 degrees. But other than that, the tiling was really smooth and varied, and the decoration was nearly flawless and set up the scene perfectly. And I'm not just talking about the imagination - small details like the twisted tree tops under the fast moving thwomp and the hospital decorations were very well done.

Pretty much almost everything in here is fantastically done and executed.



Miscellaneous: 5/5

+ What the... I was left completely speechless during the transition to reality/the hospital. Just... dear god. I was completely teared up after reading that story. The transition, the ending, and the overall dialogue was incredibly well written. Please, take all of my bonus points. (+0.75)
+ The music manages to fit both reality and imagination, and even the incredibly sad ending. Perfect music choice. (+0.5)
+ The silver star sound effect with her waking up was a very nice detail. (+0.25)
+ I never thought I would ever see blood in a SM63 level, and the effects at both times where it showed was incredibly and heart wrenching. In a good way, I mean. (+0.25)
+ Oh yeah, and if that wasn't enough, the level fit the theme. (+0.25)

Total: 16.75/20

I tried, I tried, I tried, and no matter how hard I tried I could not find any other flaws in the level, other than the ones aforementioned in Gameplay and Scenery. You just blew away my socks and my mind all the way to last Sunday. The worst part is you've told me a few times you really wanted to see a new and upcoming designer win, but... well, ironically you're probably going to take first in my book.

Edit: And unfortunately, since I messed up the Misc. judgings I'm forced to lower your score. Sorry. :/


Overall Placements: show
1st: ChaosYoshi - 17.5/20
2nd: MP3 Amplifier - 16.75/20
2nd: MoD/SK - 16.75/20
3rd: Megar - 16/20
4th: BY - 15.5/20
5th: Yurimaster - 14.75/20
5th: 1018peter - 14.75/20
6th: Jumbo101 - 14.5/20
7th: Doram - 14.25/20
8th: Karyete - 14/20
9th: NanTheDark/FrozenFire - 13.75/20
10th: SuperPika999 - 13.5/20
11th: Emelia K. Fletcher - 13.25
12th: Supershroom - 11.5
13th: asdfmoviecaleb - 11/20
14th: Pugplays - 10.5/20
15th: Singerboy41 - 5.75/20

hamles - noscope/blazeit
kevinoc - my eyes, they burn
superm63creator - rustled jimmies
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Re: 29th Level Designing Contest

Postby ~Yuri » April 30th, 2015, 6:59 pm

Spoiler: show
Cloudy Temple in The Sky & Mystery Ruins in The Grounds
by Supershroom

Gameplay: 9/10
I seriously like it. I like how you put a lot of concepts together, and made them all work really nicely for you. The evil bricks, and the bowser tiles were really cool additions, but they could have been used more both in the first and the second level. The way you progress through the levels is pretty neat as well: I love how in the first level you had to enter the temple, to then go outside of it, to then return to the same place but being able to reach a higher section of the temple. Really neat. I like the speedrunning challenges, and the length of the level was just right. The only real problem is that there were some parts that were tricky to a point that you had to include signs for the player to actually be able to make it through. But really solid gameplay you got here, nonetheless.

Scenery: 4.5/5
Wow, amazing. I seriously, love the decoration schemes, mostly the twisted trees that were used really nicely. But for me, what stood out the most was the tiling. Damn, what an amazing job you did here. The parts of the levels where there were bricks on them were simply fantastically made. In fact, it's so fantastic that it makes the grass parts look pale in comparison, which is the only reason I'm reducing some points from you here.

Miscellaneous: 4/5
+0.5 The music choices were pretty good. I especially liked the LDC only songs, since you took a real risk choosing them, as they were some pretty unusual choices that actually fit well.
+0.5 I love the amount of secret/extra 1ups this level has. it adds quite a bit of challenge.
+0.25 For the really handy signs.
-0.25 A lot of loading time.

Overall: 17.5/20
Really great job, Shroom. You seem to keep getting better everyday. It's just incredible how fast you have improved. Heh.


Superfluous Landscape
by Emelia K. Fletcher

Gameplay: 6/10

Well, there wasn't a whole lot of gameplay, and the level did feel a bit too short. Not much platforming. Mainly walking around, taking the sling stars and reading the story. Which by the way, was a pretty different take, yet a very nice narration; I'll admit it put me to think quite a bit :P. It added a lot more to what would have been pretty bare, and would pretty much have no meaning at all otherwise.

Scenery: 3.5/5

You got some pretty nice combination here. I like the way you did your tiling, twisting around nicely, so it never looked too flat. While the lower sections didn't quite fit with the theme, the upper sections could make up for it. The decoration is pretty good as well. You got some pretty unique scheme going on. I like the way you did the long vines, and that big tree made out of green and pink ones.

Miscellaneous: 3.75/5

+1 The narration was really, really unique. I actually like how this levels references itself (or the creator), and even drops us a hint of hidden content while doing so.
+0.25 The hidden signs were by the way, a nice touch.
-0.5 The level was indeed way too short. I feel you could have put more length into it, or just used better the space you got there.

Overall: 13.25/20

The level was nice and pretty unique, but I think you could have your concept to work even if you had some more gameplay going on your favor. Some more platforming, and more length overall could have made this a lot better.


Leaves from the Vine
by MessengerOfDreams & Star king

Gameplay: 9/10
Man, I'm impressed. Well, I shouldn't be. It's a collab between MoD and SK. But the huge variety of gameplay in each level, and the various changes to represent how level designing progressed were fantastic. From a simple 2009, to a 2010 where LDers were still discovering glitches, to a 2011 where LDers used more storytelling, and starting from 2012, where the LDers finally started using the full potential of SM63. The gameplay was so varied between each level that it never really felt repetitive, and felt unique at every section. From silver star hunting, to mini bosses and speedrunning challenges, this level was awesome. If I had any really big complaint, it would be that the bullet bills could be really, really annoying sometimes. But really guys, fantastic job.

Scenery: 5/5
Gosh, amazing. Of course, mixing both MoD and SK's styles, what could even go wrong? The tiling variety, the amazing decoration, the unique schemes, pretty much everything. That tree with skeletons, the houses on the final level, and that Mimi mini-boss just show how much variety there is here. Astounding.

Miscellaneous: 4.25/5
+1 I love what you guys wanted to do with this level. Paying a big homage to the level designing, and what an awesome one in fact. You tell everything as if it was one big story, not just a tribute telling the story of Level designing. Great job.
+0.5 For fantastic music choices.
+0.5 For the really awesome bloss fight.
-0.25 For not disabling the "blood" before the boss section. It was pretty easy to skip it with the Rocket FLUDD.
-0.5 For some unfortunately pretty high loading times, and lag in some sections.

Overall: 18.25/20
Wow, fantastic job you two. This is certainly a top contender for WITBLO15. But again, what else could we expect from a MoD/SK collab?


The Forest of Illusions
by ChaosYoshi

Gameplay: 4/10

First of all, I'm moving the start position to the actual start of the level to judge, because for me it seems like you have misplaced it. The gameplay could have been better at the beginning. It was pretty unintuitive being stuck somewhere until you have the idea of zooming out. The other parts feel pretty similar to each other, with some ok platforming, but some things that hinders my fun a bit. The fast moving blocks and platforms really damage the gameplay, and I'd like to point out that you should be using spikes more carefully. In fact, the one spot they are used is nearly impossible to pass by without being damaged. That being said, the further mansion section of the level is much more enjoyable than the previous ones. The platforming inside is more fluid, and I like the skelegoon trap, even though it's not exactly new. Overall, there's a lot that hinders me from having fun in some parts of your level, which could have been much better had you executed these concepts correctly.

Scenery: 3.75/5

You certainly put effort in this section. I like how your levels is full of trees, and variety, adding a lot of life to your level, making it really feel like a forest. The mansion though, was kinda disappointing. You could have used more tiling, and even a bit of decoration would have been welcome inside and outside. The mansion is still in a jungle after all.

Miscellaneous: 2.5/5

+0.5 Good alternate music
+0.25 The way the player progresses through the level with the level transition trick is nice, and I actually wished it was used more often.
+0.25 Secrets. They are always nice because they add quite a bit to the gameplay.
-1.25 But, there are a few things I need to point out that are unforgivable. Your level has glitches that prevent the player from completing the level, and that can unfortunately mean only one thing: Lack of playtesting. The spikes for example: They are almost impossible to pass by without being hurt. Or the arrow at the beggining, how is the player supposed to know it's needed to zoom out? Or the tree with a platform in the section after the one with the spikes, how should we know we are supposed to jump on it when we can't in all the other trees? But the worst for me, which is what made me reduce so many points, is that at the end, the level was almost impossible to complete. why? because even though we could jump on windows, there's nothing telling us that there's a invisible block for us to jump on and progress. I could only complete your level once I looked into the LDer mode.
-0.25 Lag in some sections.

Overall: 10.25/20

This level had potential. However, you must remember that for a level to work, you NEED to playtest it. And it's recommended that you have other people to test it as well, because then you will know if there's a concept that needs to be explained in your level.


Marshmallow Meadow & Stratos Lookout
by 1018peter

Gameplay: 8/10

First of all, I have to say I love your platforming style. It's quite fluent on these levels, and it just has your style all over it. However, this score could have been higher, haven't you based half of your level on the cloudy platforms. It's really hard to step on them, and not a good hard, a frustating hard. once I got past by those sections though, the level was a blast. I liked a lot of the way you progress through it, the amount of concepts you introduce in both, and I absolutely loved your boss.

Scenery: 4.5/5

I LOVED the plateau tiling scheme there. It's so unique, beautiful, and it's something I've never seen pulled out before. The second level though, is not as good as the first graphical wise, and the main reason for me is that when you merge blocks with cloud platforms, it's impossible to not have cuttoff. The decoration though, was pretty nice, and placed well through the levels.

Miscellaneous: 3.5/5

+0.5 For really well hidden secrets, and some that actually require skill to find. They are quite well placed.
+0.5 For the boss. It may not have been your best, but I appreciate the effort you put into it.
+0.25 The alternative music isn't quite good... But it's there, and it kinda fits considering the theme is grasslands. Not an overwhelming choice though.
-0.5 The second part barely fits with the theme. Remember, the theme is grasslands, and the second level seemed to be almost entirely based on the cloud theme.
-0.25 A bit of lag in some parts.

Overall: 16/20

You did a good job with these levels. There were some things you could have fixed to make the level better, but overall, I'd take the risk, and say your level is the best I've seen from you so far. Keep up the good job, you are on the right track!


Butterfly Hills
by Harmless

Gameplay: 7.5/10

I like it. I simply adore the way the player needs to progress through the level. Having to get the FLUDDs, and then being able to get the red coins with them is a really awesome idea, in fact, way better and more creative than simply having the player to collect them. The platforming was ok. Not really spectacular, with new tricks or anything, but not lacking either. I feel like you could have used more red coins, but other than that it's a very nice,and easy level, which is not bad at all considering the amount of hard ones we got this LDC.

Scenery: 3.5/5

It was ok. The tiling did not feel flat, but it could have used a bit more of variety. The decoration felt well displaced, but your level could have used a bit more of it in some parts. Again, not spectacular, but certainly not bad either. There are some things that did feel out of place though: The wooden boxes and the black brick ones for example.

Miscellaneous: 4.25/5

+0.5 For the secret Shine Sprite. It was really well hidden, and required quite some thinking to find it.
+0.5 Alternate music was pretty good.
+0.5 I really loved the way the player needed to progress through the level. Very unique.
-0.25 A bit of lag in some parts.

Overall: 15.25/20

There's not much that is really outstanding or super unique in this level, But it's good for what it wants to be.


Metal Field
by Megar

Gameplay: 8/10

It did feel pretty good. really fluent, a bit fast paced, and not extremely hard. There's one problem though: The clock at the end, at first I didn't know what I was supposed to do because since the clock was always rotating, I could never see there was a clock there, until looked in the LDer mode. either way, waiting for the clock wasn't really fun. Another complaint I have, is that the level did feel a bit too short. But overall, it's good. I also like how you didn't put bottomless pits for instadeath, instead, you used superfast flipping platforms, which I like a lot.

Scenery: 4/5

Pretty good, did not feel flat at any time, and the way you mixed the mechanical and the grasland themes was simply fantastic. The tiling did not feel boring at any point of the level, nor did the decoration, which was also placed pretty well. Good job.

Miscellaneous: 3.25/5

+0.5 Pretty unique usage of the theme. Never saw any level pull this out before and execute so well.
+0.5 Mechonis Field <3
-0.25 The lag really ruined the level.
-0.5 Again, the level did unfortunately feel a bit too short :/

Overall: 15.25/20

It's a nice, short level. But there are some things or two that need to be fixed.


Clockwork Fields
by Karyete

Gameplay: 8.5/10

Good concept you got there. There was a good mixing of jumping, and dodging flames/bullet billes here. The concept you used were pretty good, and they felt really well executed as well. I like how some sections are quite puzzling, but are pretty doable too. I also like the extra speedrunning and collect all coins challenges, the really add that replay value.

Scenery: 4/5

I like it. You mixed the clockwork and grassland themes really well. The inside of the clock did not feel empty, and actually fit with the rest of the level, being full of vegetation inside. The only thing that looks out of place to me is the lava. I feel like you could have used other elements instead to fit better the environment. But overall, pretty good job.

Miscellaneous: 3.5/5

+0.5 Good alternate music.
+0.5 I really like the extra challenges. Again, they add a pretty good replay value.
-0.5 Major loading times and lag issues, with one crash warning and the level sometimes running at 10fps.

Overall: 16/20

Pretty good, I gotta say. Could even risk and say this is your best work so far, based on what I played. Good job.


Singerboy's level
by you'll never guess who (singerboy41)

Gameplay: 3/10
Well, it was a pretty bare and unoriginal level. Another, amongst the millions and millions of Super Mario Bros World 1-1 remixes. Remember, these kind of remixes don't work well with SM63, especially considering it has different mechanics from those of SMB. You could at least have tried making an original, different level instead of a remix.

Scenery: 1.5/5
Well, there was decoration and I give you kudos for that. however, there are a lot of errors. starting with the Part 2 section. There's visible cuttoff right from the start, with the whole section looking like it was floating. another thing that bothers me a lot is that you put the secret cave area along with the second part; did not use a level transition or anything to separate them.

Miscellaneous: 2/5
-0.5 This level really needed more originality. SMB 1-1 remixes are really old and overused nowadays.
-0.5 It was really, really short. Somehow, it managed to be even shorter than the original SMB level.

Overall: 7.5/20

This level is really unoriginal, and was executed pretty badly. Have you gone for an original concept, or heck, even another remix (c'mon guys, we really need a SMW remake :3), your score could have been higher. try coming up with your own ideas next time.


Last Gloom
by BY (:3)

Gameplay: 8.75/10
Outstanding job here as always. The usage of space here is fantastic. In fact, the level felt longer than a lot others, even though they actually had considerably more length. I love the way you progress through the level, having to backtrack quite a bit to really find out your way. The platforming was fluid, and used some pretty unique concept as always. The only problem I see in your level is that the part where you need to dodge blocks surrounded by flames is quite a change of difficulty compared to the other ones.

Scenery: 4/5
Really unique. The tiling was pretty good, and I like the idea of the vines made out of grass, in fact, I think you are the first one to pull this concept out. The level had some pretty unusual use of fences as well, which seemed to fit really well into your level. The only thing that I dislike a little bit, is that the golden tileset does not seem to fit well at all with the vines, and the background tile choice seemed to clash a little bit with the rest.

Miscellaneous: 3.5/5

+0.5 Astounding music choices as always <3
+0.25 The secret 1UPs were pretty well hidden, and added quite a bit of the exploration value to the level.
-0.25 The secret Shine Sprite could have been hidden better though. In fact, for the first time I played, i found it even before I could figure out where the last silver star was.

Overall: 16.25/20

Great job as always. Wish more levels did such a good use of smaller spaces.


Messenger of Kingdoms
by FrozenFire and NanTheDark

Gameplay: 9/10
Good concept you got going for you here. It was nice travelling through the two kingdoms various times, and I love these changes you did everytime we traveled through both kingdoms. It gradually added some difficulty, but it also didn't push the concept over the top. It had some quite solid, and fun platforming, with just the right amount of difficulty. I also love the fact it has multiple paths to take, it adds a bit of replay value.

Scenery: 4.5/5
It was pretty good. I overall like your decoration choices, and the tiling was well organized. If there's something I specially love in this level though, are the houses. You used such an unique scheme for them, I simply love it. The only problem I can see with your level's decoration is that there are some layering issues here and there, but that's something pretty minor. Good Job.

Miscellaneous: 3.25/5

+0.5 Because I love your concept, and have never seen it so well executed before. Well done.
+0.5 Wow, what an incredible alternate music :3333
-0.75 The story was pretty good... At first. The whole concept reminded me A LOT of Dragon Quest, which kept me excited to see how you were going to twist it out. But... I was kind of disappointed from the second part of the level and on. I mean, the king suddenly becomes bad, and then the protagonist is poor, so he goes to the other kingdom because his king is mean? I think you should have introduced the fact he was poor from the beginning, and that he had a wife and she was pregnant. The ending was also pretty disappointing. The king from the mountain kingdom just traps the messenger for no reason at all, and then he simply dies? What about the curse? What was the curse, who was behind it, and why it appeared there? Seriously, this story could have been much better constructed.

Overall: 16.75/20

This level was great. However, if the story was better, it could have been even better. You have some great concepts in mind, you just gotta know how to execute them.


The Secret Meadow
by ~MP3 Amplifier~

Gameplay: 8/10

Your level was a lot story focused, but it certainly did not lack on the platforming section.The platforming could be nice at times, but it could also be pretty frustrating at times. The first platforms after entering the secret meadow for example, they go down way too fast after you step on them. It seems to be a recurring error too. Most of the platforms in your level move way too fast, and makes the platforming way too precise. But it overall still had some solid platforming, with some very cool ideas.

Scenery: 4.5/5

There's nothing I can complain about in this level, really. The tiling is amazing, the decoration is really, really unique; just what one could expect from an Amp level. The only thing I could even complain about is he waterfal, that doesn't really look quite natural. But since it's SM63, I'll give you kudos on that for at least trying :P. Great job.

Miscellaneous: 4/5

+0.5 The story was really awesome, specially when you already know it's an add up to Tearing Paper. Both stories connect really well, so good job. Buuut, the story can be pretty confusing for one who haven't played Tearing Paper at all. You could at least have linked to tearing paper in your post.
+0.5 For the fantastic music.

Overall: 16.5/20

Pretty good job. Indeed a worthy prequel of Tearing Paper.


Treasure Hunt
by Doram

Gameplay: 9.75/10

Gosh, this level was amazing. When you first said it was a maze, I thought it would be super frustrating, but damn, I was wrong. In fact, "Metroidvania" would be a better term to describe your level. And that's why I love it so much. I really, really love the whole concept of exploration. And you did a thing that just helped me to love even more your level: Told us to draw a map, to help with the exploration. Not only you had a really neat idea, but gave the level even more Metroid vibes, which of course, can only be a good thing. Fantastic job. I just am not giving you a full score because the level can be pretty confusing without the map.

Scenery: 3.5/5

Ok, this one might not have been perfect at all, especially because it was quite lacking at times. You could have used some more decoration, or even varieed the tiling a bit in some sections. But I like how there's not only one scenery here. You switch from grass, to cave, to a mountain, and you at least did a good job while doing so.

Miscellaneous: 4/5

+0.5 For the amazing idea of the map. Now I start to wonder if Metroid served to you as inspiration for this one :P
+0.5 Really well hidden secrets.

Overall: 17.25/20

Well, great job. This is certainly my personal favorite level from you, and you executed the concept better than a lot of other levels did. Now I wish there were more Metroidvania levels out there.


The Fiery Mountain Plains
by asdfmoviecaleb

Gameplay: 6.5/10
It was not bad. You did a good usage of flame throwers, and had some nice concepts going on. The gameplay happening behind the twisted plants so you are not able to see what is happening is something I actually never saw before, even though it's not that innovative of a concept, but kudos for that. The platforming can get a bit frustating though: there's a lot of precision jumping, and that is really annoying. There were some difficulty spikes at times, which hidered my fun a bit. Also, you could have told us that there was a silver star. Fine work, though.

Scenery: 3/5

Decent. I like how you mixed the fire and grass themes, but there are some problems. The fire part lacks decoration, and has a bit of cuttoff in it. the parts with the twisted branches hiding Mario did have a bit of cuttoff as well, but other than that it looks fine. The decoration is really well place in the grass segments, and the tiling is pretty good on these too.

Miscellaneous: 3.5/5

+0.5 Good music choice.
+0.5 Pretty unique concepts you had going in this level. Good job.
-0.5 Lag and loading time.

Overall: 13/20
You got some awesome ideas here. Just needed to know how to execute them. But good job nonentheless. You have potential, kid.


Grasslands Remix
by SuperPika999

Gameplay: 4/10

Simply way too generic. There was absolutely nothing different or special on the platforming here. In fact, it seems you weren't even bothered to edit the items from default (like the spinning platforms or the blocks for example). And you know how to edit items, since you did that with the flametowers. There's absolutely nothing special here, which would give you a score of 5/10, but the fact you put multiple paths at the end, while I like the idea, the shrine sprite is unreachable in the second part, which is what reduces your score to 4.

Scenery: 2.5/5

Definitely plain. It's boring, and lacks a lot. Decoration for example. You put some trees and bushes here and there, but other than that there was nothing most of the time. There was not anything that would reduce your score here, like cuttoff or floating items, but there's also absolutely nothing that could increase that score either.

Miscellaneous: 2.25/5

-0.5 For not allowing the player to finish the level if the path to the right was chosen.
-0.25 Unfitting alternative music. In fact, it doesn't fit with any of the various themes you put into the level.

Overall: 8.75/20

You have a lot to improve. But mostly, try to put more time and effort into the level, and don't forget: Playtest it A LOT to prevent any bugs from happening.


Grasslands of Tonrai
by Pugplays

Gameplay: 4.5/10

I was a nice, short level. there wasn't a whole lot of gamelay here, and the silver stars were pretty easy to find (especially with the Rocket FLUDD). There's really not much to say about this due to its shortness, but you should be aware that you need to rely less on precision platforming. Jumping on single falling logs isn't really fun. But overall, your score could have been higher if not for the shortness.

Scenery: 3.5/5

Good job with the decoration here. you made a pretty good use of it in the grasslands sections. It looked really nice, and it looks to me that you put a good amount of focus into it. The upper parts are not really that good graphically, but I'm aware there's nothing you can really do about it.

Miscellaneous: 2.5/5

-0.5 Unfortunately, for the shortness of this level.

Overall: 10.5/20

Certainly not a bad level. Looking forward to seeing more levels from you.


A Goomba Tale
by Jumbo101

Gameplay: 8.5/10

I seriously love the variety of gameplay there is in your level. The gradual difficulty there is as you progress through the level is really well made. I also love the length of your level. That might be the longest single level in this LDC actually. Good enemy placement, and very good platforming. Your idea of jumping over burning trees was really cool as well. Maybe the only thing I have to complain about is the flipping platforms, that can be pretty frustating to dodge sometimes, and the enemy placement was a bit of an annoyance at some points.

Scenery: 4.5/5

Really great job here. The decoration was placed really nicely over the level, and it did not feel empty at any time. The decoration you put felt fitting with both the cave and grass sections, so kudos for that. The twisted branches were used really well, and you did some really good use of other trees as well. Heck, not even bottomless pits felt empty :P. I also really love the tiling, it never felt flat at anytime, and you had some really good variety going on for you. From jungle ties, to grass to cave to a building, this level surely has a bit of everything. Good job.

Miscellaneous: 4.25/5

+0.5 For an amazing intro for the level. Seriously, never saw anyone do that before.
+0.5 For including a checkpoint right where it was needed.
+0.25 For putting some secret blue coins. Pretty nice detail.

Overall: 17.25/20

Wow, for your first time participating in an LDC, your level is simply astounding. Keep up the great job, because you'll go really far, kid.

Sorry for the delay guys, this was the most tiresome day ever.
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Re: 29th Level Designing Contest

Postby MessengerOfDreams » April 30th, 2015, 7:13 pm

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And we have the overall placement chart for you, Yuri, after the corrections. Everyone made at least a little error or two. Really, there aren't any overly egregious changes, aside from MegaR now passing Supershroom to crack the top 10.

And now that we're here, I'll say besides obvious winner's lock as is tradition, Amp, Yuri, and Doram are definite locks. I'm definitely considering adding Harmless but I'm worried it could just be bias due to the jutting score difference between me and others. I'm also down for adding BY but I fear he wouldn't let me, and I'd definitely add Messenger of Kingdoms once it gets some decent-sized overhauls to it. As for Jumbo101, I'm still on the fence- depends on if he can top himself this year. If he does, that'll go in, if not, I'll add his Goomba series.

WITBLO15 THREAD INCOMING

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hype hype hype hype
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Re: 29th Level Designing Contest

Postby Harmless » April 30th, 2015, 7:56 pm

naw man it's cool

I'll just add;

- more variety in tiles
- a little more decor (not too much)
- maybe a few more secrets and stuff to encourage exploration
- fixing those red coin passages at the end so the rocket fludd doesn't dominate everything (because apparently not all 3 are necessary, so I'll fix that)
- slightly less linear passages

But in any case, I enjoyed this LDC. Probably going to get kicked off the tier list for placing pretty badly, but meh
Expect something cool here soon!

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Re: 29th Level Designing Contest

Postby ChaosYoshi » April 30th, 2015, 8:00 pm

Oh boy. Time to reflect on my level, piece by judged piece. It's not going to be any excuse to raise my score or anything, and instead being more about my responses to the judgings.

It's a little lengthy...: show
nin10mode wrote:...oh, and the fact that it seems impossible to actually beat the level. I think you forgot a cabin window. It's a shame, really. I see the outro you were going for, but I can't actually get to it in-game.

Actually, you are supposed to land on an invisible platform that is indicated on the inside of the mansion. In hindsight, however, I should have given some kind of clue to zoom out the camera when viewing the inside of the mansion, as doing so will reveal that there's a random window that's floating in the middle of nowhere. It's meant to indicate the location of an invisible tile on the outside of the mansion, as the inside shows a reflection of the true windows.
nin10mode wrote:Eep, first of, forced damage is a no go unless it's impossible to mess up. The Mansion was the most intruiging part of the level by far, but that hardly means much, unfortunately. While it's certainly challenging, there isn't anything very creative in it. That said, the only major flaws are forced damage and the ability to skip part of the level by hold right and pressing after the second transition.
Forced damage? The only instance I can think of that being possible is the fire near the top of the mansion, but that's easily avoidable if you grab the invisibility star. I wanted to put a disabled invisibility star over a signpost in that room, but the game eventually put the sign in front of the star, so that way of cluing in the player that there was an invis star had to be shelved. Instead, I put an invisibility arrow within the book, as the brown tiles of the mansion make said arrow look like a regular one. Also, I was aware of skipping the bottom section after the second transition, as that's why I have the wall of invisible blocks to give the illusion of movement while not allowing the player to sequence break. I also put a 1-Up mushroom in that section as a reward for not attempting to skip said section (despite it being painfully short and simple).
nin10mode wrote:-1 You seem to have forgotten to reset the Starting Point.

♥♥♥♥

@MoD: I guess I did go a bit overboard on the enemies, as well as the difficulty spikes being too extreme (again, hindsight is always 20/20), though that was the reason why I didn't bother with bottomless pits to avoid playing through the entire level again to reach that point. It doesn't excuse uncomfortable level design like that, but it could have been worse.... The only complaint of yours that I can't see is how the last transition can glitch you out of the level. I play-tested the hell out of the level to make sure nothing was passable that wasn't meant to be, but I couldn't find anything like that.

@Harmless: It's nice that you like my level and all, but I think it's a bit unfair when you judge other levels saying that they're too short when mine takes about 5-10 minutes to complete. I also can't help but feel like there's some sort of bias here in the scoring, as there's much better levels in the vault.

@FF: I'm not really someone who utilizes tile combination, as I don't really have a good grasp on how to do so. I will definitely see how I can improve for the future in that aspect, but for this level it was more about me sticking with what I am familiar with.

@Yuri: I already mentioned that I should have made the last stretch of the mansion much more clear, but now that you mention it, I should have had more ques throughout the level. Again, I did play-test it (at least once a day in fact), but I definitely need to let others have a taste of it as well. I wonder if it would solve a lot of the errors you guys seem to be having that I have never experienced.

Anyways, thanks for spending the time to play and rate this level, judges. It may have not been a very pleasant ride (except for Harmless I guess), but I really appreciate the feedback. In all honesty, I actually made this level on the fly to see how it would turn out and go off the judgings. I know that I should probably spend some time making notes on the level's entire layout, but I don't exactly feel obligated to do so for something I don't do a whole lot, if ever. Just gotta do better next time. ;)

EDIT: At least you didn't place as bad as me, Harmless. :P
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Re: 29th Level Designing Contest

Postby Harmless » April 30th, 2015, 8:08 pm

Well, okay, if I'm being honest I actually spent at least 15-20 minutes on the level itself, so I can't say it was short. (If I were to play it again and have knowledge of what's ahead though, I would then say it was short.) In hindsight, for my first time playing it was adequate in level length.

There's obviously problems with your level (though I will say I was surprised when Yuri said that the spikes are impossible to get past, when all you have to do is just spin attack without jumping), though to be fair it is rather tricky. Getting others to playtest your level is a great way to help out with these problems in the future (as I had Raz playtest mine primarily for any bugs I could've missed).
Expect something cool here soon!

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