29th Level Designing Contest

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Re: 29th Level Designing Contest

Postby Doram » April 30th, 2015, 9:38 pm

Yahoo. The scores come out, and this place is buzzing.

Yes, I'm happy with my 6th (7th?) place. I had called 4th like Amp at the beginning of this. In all honesty, a lot of the time I wanted to spend polishing this, I ended up spending on other stuff like the April Fools event, but that went quite well, so I am happy with the tradeoff. Yes, I was feeling the Metroidvania vibe while I was bouncing back and forth building the map (I made the map first). I'll post the map when I get around to making an official entry of this for the portal. I had wanted to make it bigger, but by the time I had filled half of the thing, I realized it was plenty complex enough, and just finished what I had. I'm glad you guys enjoyed it, and I do have some good ideas for something epic for the the next contest.
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Re: 29th Level Designing Contest

Postby Megar » April 30th, 2015, 10:20 pm

*wakes up*
oh cool i'm 10th now
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Re: 29th Level Designing Contest

Postby Karyete » April 30th, 2015, 11:06 pm

"music choice is great"
"music choice is ok"
"music choice is bad, feels more like desert"

My head is full of what.
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Re: 29th Level Designing Contest

Postby Supershroom » May 1st, 2015, 12:22 am

Wow. Harmless' review for mine is even longer than in the 27th LDC. All I can tell is that the area with the red tiles / bowser tiles was playtested very deeply. Timing really shouldn't be a problem, and you can try infinitely many times instead of dying. MK, instead of making such an assumption, you should at least try it out. And the green platforms under the Bowser tiles don't take you back to the left end if you're ready to react. The speedrun is also easy if you hover on the green platform and keep hovering instead of trying to jump; the ledge isn't too high to do so and the contact with the platform refills your FLUDD meter. Generally, I really feel like I'm faced with a lot of debatable deductions. This already starts with MoD's judging.

MessengerOfDreams wrote:-.25 In the second part of the castle, the red bricks didn’t squash a player- they functioned as the pause-jump bricks. It happens when you use small platforms for the 180 spin setting rather than big ones. Should have playtested better.
-.25 because the sling star at the end didn’t transport me up properly, and the level also ended quietly because you didn’t fulfill the story potential by flat out saying “lolnvm these aren’t all that mystical”. Either have that element or don’t, I say.
-.25 for using confusing dummy signs that I tried to access but couldn’t, because they weren’t real.

The first thing occasionally happened to you. That's something I don't have control of. I've experienced this in Dimension Infinity, and Triple J also stated something about this in his level "After the Storms". For the second one ... errm, FLUDD? That was totally intentional. And for the third one, each level starts exactly where the previous one ended, but also every level has a STAGE CLEAR sign at the end, so what's the purpose on saying STAGE CLEAR again when the stage is about to start?

Also Blackyoshi, stepping away from LDC's isn't a good reaction to this IMO. Maybe you're "cursed" indeed, maybe it's debatable if your 4th place was too high or not, but your alleged "poor effort" still came with a very clever gameplay structure. Please, keep designing :)

I guess all I should do is accept this and maybe really try to do something very simple next time, even if it's against my style. Maybe something in the way of Yuri's Snow Forest (aka creating my own one, lawl). But please, future judges, learn this, I really care about testing my levels. Try searching the causes rather on your side than on mine at first if you're frustrated with something.
Last edited by Supershroom on May 1st, 2015, 2:04 am, edited 1 time in total.
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1 star: (0 - 5.75 in LDC) These levels need a lot of work. They're totally un-elaborated, and/or inherently flawed due to things like cutoff or enemy spam, or they're untested and there are too many bugs gameplay-wise, in short: Many many things went wrong in such a level.

2 stars: (6 - 9.75) These levels are not terrible, but poor. They're too short, lack scenery or they have errors and/or bugs but it's still barely enjoyable. Again, spend more effort and try to do better. (if it's your first level that I rate two stars, it's not bad. There's a long way you can still go)

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5 stars: (15.25 - 20) These are really great levels, those which, as said, I would give more than 15 in an LDC. These suffice many high requirements, and it already goes into subtleties if you want to make them better. These levels are successful all around. Bravo.

These are just general principles I try to follow when rating. Sometimes I don't leave a further comment when rating, most times I do, if you have questions about it, feel free to ask further.
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Re: 29th Level Designing Contest

Postby -BY » May 1st, 2015, 12:39 am

MessengerOfDreams wrote:I'm also down for adding BY but I fear he wouldn't let me,


I'm not really certain what you're thinking about me. But I actually don't give much apples about what people do with my SM63 levels.

Supershroom wrote:Also Blackyoshi, stepping away from LDC's isn't a good reaction to this IMO. Maybe you're "cursed" indeed, maybe it's debatable if your 4th place was too high or not, but your alleged "poor effort" still came with a very clever gameplay structure. Please, keep designing :)


Stepping away saves time, nerves, time again and people putting opinions and thoughts on me which don't belong to me.


I'm generally not minding too much about my position, except for having a somewhat ridiculous score difference compared to FF's level, which really was better than mine and the fact that especially three other levels were somewhat off. In fact off enough to make me lose faith in SM63 LDC's as a whole again.
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Re: 29th Level Designing Contest

Postby 1018peter » May 1st, 2015, 1:43 am

I seriously thought my entry this time is the easiest of all of my entries in LDCs. The only thing that makes me die when I'm playtesting is just my impatience. I have no idea how to make an easy level,aside from removing all traps.


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Re: 29th Level Designing Contest

Postby Supershroom » May 1st, 2015, 1:56 am

MessengerOfDreams wrote: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.

sure, of course, that's the last thing I need

It's true that Harmless miscalc'd but you can just take away many questionable deductions in Other and get the old score again, because losing a total of -1.25 for 10 secs of loading time and slight 20-25 fps lag really doesn't fit the norm. (and didn't we have that earlier? Tallness isn't a sole cause of lag at all). And many other -0.5's should be -0.25's as well. Besides from that, the 1-ups were never meant to be hidden. They were just something extra to collect instead of silver stars or red coins. I've even said that in my notices.

This is really not fair. At this point, it looks like I gotta recall my earlier statement and really ask for a score correction.

EDIT: Also MoD, because I've even got two low scores (Harmless and MK), my rule wouldn't have brought any help to me. Both my highest and my lowest score (at least before the recalculations) have the same distance from my overall score. But I'm still interested in the outcome of it. Because the point of this rule is, judges are ought to be neither too strict nor too nice.
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1 star: (0 - 5.75 in LDC) These levels need a lot of work. They're totally un-elaborated, and/or inherently flawed due to things like cutoff or enemy spam, or they're untested and there are too many bugs gameplay-wise, in short: Many many things went wrong in such a level.

2 stars: (6 - 9.75) These levels are not terrible, but poor. They're too short, lack scenery or they have errors and/or bugs but it's still barely enjoyable. Again, spend more effort and try to do better. (if it's your first level that I rate two stars, it's not bad. There's a long way you can still go)

3 stars: (10 - 12.75) These levels are about mediocre. They may be still a little bit short, the gameplay is fine but not very original and graphics are also solid, but not breath-taking. Try to keep improving!

4 stars: (13 - 15) These levels are nice, but not the best. Effort has been put into them, there can some professionality be seen in gameplay and graphics, they're a nice experience to play, but there are still things you can do to make it even better. Try to go the extra mile!

5 stars: (15.25 - 20) These are really great levels, those which, as said, I would give more than 15 in an LDC. These suffice many high requirements, and it already goes into subtleties if you want to make them better. These levels are successful all around. Bravo.

These are just general principles I try to follow when rating. Sometimes I don't leave a further comment when rating, most times I do, if you have questions about it, feel free to ask further.
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Re: 29th Level Designing Contest

Thumbs up x1

Postby *Emelia K. Fletcher » May 1st, 2015, 2:20 am

Supershroom wrote:The speedrun is also easy if you hover on the green platform and keep hovering instead of trying to jump; the ledge isn't too high to do so and the contact with the platform refills your FLUDD meter

a guide to to an easier way through a level is appreciated, yes, but telling a player the solution to something goes entirely against the grain of good gameplay - it should be intuitive, fun, and any challenge shouldn't feel like tedium so much as a learning experience


Supershroom wrote:I really care about testing my levels. Try searching the causes rather on your side than on mine at first if you're frustrated with something.

it's typically not a good idea to blame the player for hating your level; i'll reiterate that when designing, the designer is the least appropriate for judging difficulty since they know everything there is to know about their level

i wholly recommend you pick up a playtester or two in future, the input of an unfamiliar player is one of the most valuable ones for making a level that plays well




i'd like to append that if there's anything you can improve, it's your stance on taking criticism, where negativity is typically unjust. anything can be fallible to any degree even if the proponent never foresaw it, which is exactly the reason other people's input is so valuable beforehand

if you take exception to anyone's judging style and the method in which they deduct points, you are trying to mould their judging method to yours, which is essentially denying their point of view

i wholeheartedly recommend you don't take negative criticism so drastically in future, and accept that if you receive a lower score than you'd expect, there may be some reason backing it up


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Re: 29th Level Designing Contest

Thumbs up x1

Postby MessengerOfDreams » May 1st, 2015, 3:17 am

Supershroom you've had this attitude for a year and it's still gotten you nowhere, do you realize that? You're still entitled to nothing. Demand every system you want, cry oppressed every time you don't get your way: If your level doesn't add up, people will notice and you will lose points
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Re: 29th Level Designing Contest

Postby Harmless » May 1st, 2015, 3:25 am


immediate reaction when I first read this -_-

*Emelia K. Fletcher wrote:if you take exception to anyone's judging style and the method in which they deduct points, you are trying to mould their judging method to yours, which is essentially denying their point of view

i wholeheartedly recommend you don't take negative criticism so drastically in future, and accept that if you receive a lower score than you'd expect, there may be some reason backing it up

listen to the man please
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