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Re: 8th Level Designer Contest

PostPosted: August 8th, 2010, 4:19 pm
by Blablob
MessengerOfDreams wrote:Blablob-12.75
V-14.5
RA-11/20

Daaaaw, you haters. >_<

Nah, just kidding. I knew it wasn't my A-game anyways. We'll see next time, we'll see. ;)

My judgings: show
Mushroomario’s level

FUN: 7/10

I liked it, kid. A simple challenge of nab the coins, done well for the most part. Unfortunately, there really wasn’t anything in this level to “Wow” me, and in this day and age of SM63 that’s what it’s gonna take.

GRAPHICS: 5/5

Perfect. There didn’t seem to be lack of decoration, nor too much. And everything was placed accurately. Well done.

OTHER: 3/5

OVERALL: 15/20

Probably one of the best collect-the-coin levels I’ve seen in a while. While not perfect, you gave it a good shot and in the end you did well.


Lrmaster132’s level

FUN: 5/10

Straightforward, and boring. The only danger Mario ever encounters in this level is during the cloud section, which sadly only makes up about a third of the level. Everything else is so basic I could s*** myself. It’s more like a challenge of trying to get every coin than it is of getting the Shine. Trust me, if you didn’t have those coins, your score would be lower.

GRAPHICS: 2/5

Some parts I felt you spent almost no time decorating, and some parts I felt you spent way too much. Either way, it never looks especially good in this level. Trust me, putting a whole bunch of trees close to each other does NOT count as good decorating.

OTHER: 3/5

OVERALL: 10/20

Kid, you tried. I can tell. Sometimes people try in the wrong areas, and I think that’s what you did. It’s not horrible, I’ve seen much worse, but it ain’t no gem either. Try not to keep it so basic next time.


Marioiscool254’s level

FUN: 7/10

A level filled with enjoyment, even when the enjoyment isn’t much. I very much liked the idea of going after the coins all the while searching for Fludds to access new areas of the level where you could get new coins. The problem is, in some areas I never felt this idea was executed as well as it could have. For example, I only used the Rocket Fludd but once, as for many areas it was a one-way ticket to insta-kill. Some parts were frustrating, and overall it was a good shot at the simple challenge of nab-the-coins--along with a somewhat interesting Kamek plot--but in the end I can’t say I had a lot of fun.

GRAPHICS: 5/5

Good job, kid. Superb graphics to say the least! Not a detail out of place. Nice work!

OTHER: 2/5

-1 for placing enemies near transitions. I swear to God, it pisses me off when you only have half-a-second reaction time to dodge these guys, otherwise they knock you back through the transition. Sorry mate, even you are to blame of this fault.

OVERALL: 14/20

While not the best level I’ve seen from you, it was a good shot. Improve in some areas, and we may just have a pro on our hands.


SalmoTH’s level

FUN: 3/10

This isn’t what you call a fun level. First we wind up having to do some tricky platforming with those annoying clocks. I can’t begin to tell you how awful this kind of platforming is. Next, we go into the castle, which by the way there’s a glitch where if you immediately head left, you lose. After getting through this unimpressive castle, and we’re going from no enemies to nearly a spam of enemies. Then there’s the damn warp pipe part where if you pick the wrong one you go ALL THE WAY BACK. Are you effing kidding me? You’re saying after everything that I just went through has to be done AGAIN just because I wasn’t lucky enough? You’re not even generous enough to provide a hint. I shouldn’t bother going on. This level simply was not fun. Sometimes I felt it was cheating me, other times I felt you didn’t give this level a second look.

GRAPHICS: 1/5

Where to begin…in the castle there’s almost no decoration, while on the outside it seems you put too much decoration. But wait, there’s more! There’s only one instance where you place yellow coins, ONLY ONE! If you’re going to place some coins down, why not just put them down everywhere except for only one part of the level? It feels unfinished. But wait, there’s MORE! What type of a theme are you trying to set when you have a mountain-happy background with scary ghost music?

OTHER: 3/5

OVERALL: 7/10

This is not what you call a good level, sorry to break it to you. I think the number one rule you need to remember is to test your levels out, not just once, but multiple times. See what works, see what doesn’t. This entire level did not work, but I know you can do better.


Triforceguy1’s level

FUN: 9/10

This is by far the greatest Silver Star level I’ve seen in a long time. Kid, excellent job! Down to the smallest detail, it felt everything in this level was just right. The level neither felt too long, nor too short, so that whenever you died you never felt too frustrated to just quit; you always wanted to go at the challenge again! And the many kind of ways you use sling stars is nothing short of genius. There were a couple instances I think the level could’ve been a little worked on, but in the end the level is just so darn fun you barely care. By far the most fun in a level I’ve had in a while. It definitely captures that Mario Galaxy feeling.

GRAPHICS: 4/5

Very well done, although I think in some areas it could improve.

OTHER: 3/5

OVERALL: 16/20

Kid, you are a genius when it comes to silver star levels. From the placement of the stars to the enemies used to the signs, everything, ALMOST everything, seemed right. Work on a few areas, and you’ll be one of the best.


Worst_master’s level

FUN: 6/10

Kid, I know you really tried in this level. REALLY tried. Both parts are absolutely massive. The problem was sometimes it felt too massive, like you providing a long and tough challenge without any support along the, AKA a checkpoint system, perhaps? The first part felt too much like you hadn’t a clue what to do, with so many directions to go you couldn’t help but feel puzzled. The second part was better, however still falls under some faults. Like I said, I know you really tried hard. But unfortunately, it just didn’t quite work.

GRAPHICS: 5/5

Gotta love a level with great graphics, right? Well done, they were perfect.

OTHER: 4/5

+1 for a great shot at making it at this contest…for the most part, it’s seemingly flawless.

OVERALL: 15/20

Quite good, really, especially item and enemy placement. My biggest suggestion is to try and keep it a bit more simple next time. This level just doesn’t work because it’s a bit too complex.


Star-fawful’s level

FUN: 7/10

Not bad, not bad. The level had a decent sense of length, difficulty, and challenge. There were some parts that were frustrating such as a jump that could only be achieved by bouncing on the bullet bills, and I think you could’ve been a little more creative about the yellow coins. But it’s good, I’ll give you that.

GRAPHICS: 3/5

Not great, but nothing bad either. I saw some water cutoff, but that was about it.

OTHER: 3/5

OVERALL: 13/20

Good job. A better-than-average level, while not perfect, definitely entertained me here.


Buffooner’s level

FUN: 7/10

Very well done. It wasn’t necessarily a blast, but it was above average, definitely. Good job!

GRAPHICS: 5/5

The graphics are next to, if not already, flawless.

OTHER: 4/5

+1 for a checkpoint system

OVERALL: 16/20

While it may not have been the most fun level ever, it more or less seemed very well put together. And on top of that, it looks great!


MessengerOfDream’s level

FUN: 5/10

Eh, sorry MOY. I can’t really give you the edge on this level being fun, as it wasn’t. Part one consists of some planets (one of which blocked an enemy from view, which killed you almost every time). The second part is just too plain, as the only sense of challenge is the enemies. The third part is basically nothing but you advancing the plot of the level. And the final part is basically the entire first part, except backwards, and a speed run. Basically only 2 parts of your level had any sense of challenge or fun, 1 of the 2 happening to be a near repeat of the first. And even those 2 weren’t much fun.

GRAPHICS: 3/5

Not horrible, but I’d work a little more in some areas if I were you.

OTHER: 3/5

OVERALL: 11/20

I think the major MAJOR flaw in this level is you focused way too much on plot rather than the level itself, Trying to give Mario a reason to go out and get that Shine once in a while is fine, but it isn’t required. Things like that I would consider to be last-minute changes, as you don’t need them to make an excellent level. Besides, who plays Mario for the story anyways?


Xpo20’s level

FUN: 2/10

You can’t be serious with this. How exactly is this supposed to be fun again? There are no enemies (besides the spam of fish), no platforming, NOTHING to represent a challenge. It’s a 30 second walk through a poorly-put together garden, and then using the sling star to head into the spam of clouds. Then you make an attempt at trying to create a monument out of the clouds. Sad, just sad.

GRAPHICS: 1/5

Spam of cheep-cheeps and clouds, not to mention some cutoff, is not what you call good graphics.

OTHER: 2/5

-1 for naming the monument after Four. Four deserves an awesome level, not…THIS!

OVERALL: 5/10

So far this is the worst level I’ve played in this contest. There are SO many areas you need to work on, and I highly suggest you do so before submitting anything to LDP, otherwise it will indeed count as spam.


Shade’s level

FUN: 4/10

Did you forget to test your level? Or did you think the multiple levels you had made up for the low-quality of each and every one of them? None of them are very fun at all, the most fun being the second-to-last, where it’s basically a boss rush. Even that could’ve been done a little better. The others are pretty boring, to say the least. And the last one is unbeatable, and you want to know why? Because there was a rock blocking the path, that’s why. One rock you forgot to remove, and I have no idea how to get past it. A mixed up assortment of levels none of which seem to have much effort is putting it lightly; this was a near disaster!

GRAPHICS: 3/5

Not very impressive. I didn’t see cutoff, but there was almost no decoration.

OTHER: 3/5

OVERALL: 10/20

Quality over quantity; that’s the number one rule you need to know in this case. Every level had it’s faults, none seemed too impressive, but all left a sad mark on what could’ve been but never was.


Silver Sonic_106’s level

FUN: 3/10

Not much fun in this level, to tell you the truth. You say this is maximum effort, but this is the bare MINIMUM of what can be done, and what you can do. 1 red coin hidden in a small lake with a fish? Not clever. In the minute it took me to complete this level, the only real challenge was that damn platforming in the second half. The enemies are bogus; their only threat was that you had to hide them behind trees and such so they could unfair hits at me. Overall this level is not good, sorry kid.

GRAPHICS: 1/5

It never looks good. What’s with the random spam of trees in one area and almost nothing in another area? It provides a sense of disorganization, and makes the level worse than it is.

OTHER: 2/5

-1 point for the warp pipe near the end that is basically unneeded, since you can just jump down and you’ll land just fine.

OVERALL: 6/10

It wasn’t what you call a good level. It needs a lot of work, and don’t ever tell me this was your maximum effort. A great level takes patience. Nobody lacks that, it’s just for some people it’s harder to deal with. If you feel a level you’ve designed is not the best you made it out to be, don’t submit it.


Nero The Demonslayer’s levels

FUN: 7/10

These were actually fun, to tell you the truth. Mostly part one and two of the level. Part three isn’t very good due to poor platforming and it’s basically suicide the first time. Of course we’re going to be distracted killing enemies at the beginning and then when we realize we need to hurry before the block squishes us it’s too late. Overall, it was a simple level with a simple plot, and done very well.

GRAPHICS: 3/5

You didn’t spend much time on the graphics, did you? Just a hunch.

OTHER: 2/5

-1 for having almost nothing to do with a garden. Yes, doing this can almost always guarantee a point off your final grade, if not multiple points.

OVERALL: 12/20

Simple, the best way I can describe it. Not great, not bad; simple. And in the case, the good kind of simple.


Megamario1996’s level

FUN: 7/10

I liked it. A nice challenge of collect-the-stars done pretty well. It felt a little lacking, though.

GRAPHICS: 4/5

Near-flawless graphics. I think in some areas it could’ve been done better, but still it looks great. No idea what the blank background is about, perhaps it was intentional, so I will not hold you against that.

OTHER: 3/5

OVERALL: 14/20

Good job, MM. While not great, the level was very good.

Cryokenetic’s level

FUN: 10/10

My God, man! This level was the most fun in a level I’ve had in a darn long time, since I’ve played Runouw’s levels, perhaps. Everything seemed just perfect. The signs, perfect! Item placement, perfect! Item use, AKA Rocket Fludd, perfect! And overall the challenge of the level was the best it can be. The few screw ups I had were among my fault and not your level design, and they never seemed like an instant death screw up. If I were to accidentally drop off a platform, I could be saved by another platform, and merely use Rocket Fludd to recover. Speaking of that, Rocket Fludd is used great in this level. Some parts you can use him to your advantage, others it’s best to leave your classic jumping action do the work. You can even use Rocket Fludd to skip over some parts if you’re skilled enough, but it never seems too obvious you can do such a thing, and even still there is plenty of variety. The level was brilliant, in every sense of the word.

GRAPHICS: 4/5

They were great, too. Some parts felt a bit plain, however.

OTHER: 4/5

+1 for the part you need to ground pound in order to reach the next part of the level. You have the player thinking this will be used to merely get more coins, then they come to realize it’s to continue on the level. It doesn’t make them feel stuck, since the coins point to the fact you can obviously get there. This part was win.

Overall: 18/20

When I loaded your level and found myself in a snowy cavern, I was expecting a cheap snow level (which I don’t even like snow levels all that much), but you took my expectations and threw them away, and instead offered the greatest level I’ve seen so far in this contest, if not in any of the contests at all.


Doram’s level

FUN: 7/10

A very calm and relaxing level, and not too hard either. I like the fact you present multiple ways to earn a shine in this level, however, that’s where the problem lies in. Sometimes with all the stuff you could do it felt like an Amusement park level, bummed down a notch. Nothing was especially hard or memorable. The Hedge Maze was probably the most challenging thing in this entire level, and when you have rely on mazes to make a fun Mario level, that’s usually not a good thing. Overall, a good garden level that should entertain you for 5 minutes.

GRAPHOCS: 3/5

Most areas were great. Others, not as much detail.

OTHER: 3/5

OVERALL: 13/20

A level which suits desires of relaxing, but doesn’t treat the thirst of classic Mario action.

Yoshikid54’s level

FUN: 8/10

A fun level with plenty of variety. Variety is something I love in a level, and that’s exactly what you deliver. Plenty of different types of challenges. I also like how multiple of these challenges can be tackled at first, but you must complete some of them to access others. Some of the levels definitely could’ve been a little better, however.

GRAPHICS: 5/5

Excellent, they were!

OTHER: 3/5

OVERALL: 16/20

Very well done level. Good job!


Volcove’s level

FUN: 8/10

Quite fun. This level has plenty to offer, from mazes, to custom obstacles. Yes, custom obstacles; probably my favorite part of your level. From dancing flowers to reject mush, I love to see how creative some people can get. Sometimes I felt a little lost, however. Later in the level you begin to realize how HUGE it is, and the more you access, the more you uncover. It can be quite fun, but quite confusing.

GRAPHICS: 5/5

Perfect, simply perfect!

OTHER: 3/5

OVERALL: 16/20

Well done, Volcove. The level definitely packs a lot of content, which may or may not turn Mario fans on. Once you get over the disorientation of level design, you come to love it.


Fireheart’s level

FUN: 6/10

Most of the time this level felt like a random jumble of Mario platforming, very confusing. Overall, not much fun.

GRAPHICS: 3/5

Eh, they are flawed, but good.

OTHER: 2/5

-1 for starting Mario at the wrong place

OVERALL: 11/20

Definitely not the best I’ve seen, but work on a few areas and you might able to pull such a feat off.


Also, congratz to the winnerz, and all that shiz. Now if you excuse me, I'm going to go get wasted in La Taberna (hopeful attempt at saying Spanish for The Tavern) :awe:

Re: 8th Level Designer Contest

PostPosted: August 8th, 2010, 5:55 pm
by MICrophone
*Thinks.*

*Thinks some more.*

I daresay…who the hell is Cryokenetic?

That said…congrats to everyone…yes, Volcove and I tied for fourth; that is how it would be listed in any competition…yeah, I knew mine wasn't as good as my 7th entry, but rest assured, I'm cooking up something good for the 9th…and, yeah, hurrah for this contest ending already.

Re: 8th Level Designer Contest

PostPosted: August 8th, 2010, 5:57 pm
by Volkove
MessengerOfDreams wrote:You know what?

I don't know what happened to Volcove.

And I'm about goddang sick of this waiting.


You ever tried, you know, asking?
I already stated that it is extremely tedious to judge WM's entry due to lag/loading issues (even moreso than Blabob's entry, and his level came in 3 parts), and I've had a fair bit to deal with as of late (including technical computer problems). I was frank when I suggested that you were better off just releasing the results anyways, and I'm glad that you went ahead and finalized things in the end.

To add something else, the results are a little less messy when they were rounded to multiples of .5, and it is somewhat odd to have each rank separated by a mere fraction of a point. Was aiming for at least 3rd this contest, but apparently even-numbered contests aren't my fortè.

Judgings and such: show
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The Garden Galaxy - YoshiKid69
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RATING: 8.5/20
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FUN: 4.5/10
Since the level is largely divided into several parts (mostly non-linear, which is a nice touch), I'll comment on each part individually.
Underwater Garden - I suppose it was decent for an underwater area, although the design could have been better. I question why it was flooded with so many ghosts and fish. Both the cage and switch portions seemed out of place and largely unnecessary, though.
Tick-Tock Gardens - The initial climb was somewhat annoying when being knocked off by a pendulum was difficult to stop, but otherwise it was reasonably okay. However, the final stretch in particular was a problem; there was no indication whatsoever that there was a moving block that you had to use to cross; I only discovered its existence after several arduous attempts trying to cross the pendulums themselves.
Melty Hot Gardens - Probably the most enjoyable section, even if it is out of the way. The enemies present were influential (bombs just remained in place and blew within a few seconds), so it was basically some jumping challenges that took enough effort to bypass to remain enjoyable.
Peach Gardens - It was probably the most garden-like setting, and mostly featured a typical Mario experience (except for some bizarre side occurrences and a slew of unnecessary coins). The lag in the final stretch, though was beyond atrocious; everything moved at a crawls pace and was a miserable experience to play through. There is no reason it should have been overloaded to such an extent, as not everyone can afford perfect computers or whatever. Such lag was present in earlier areas as well, even if it had a lesser impact.

An overall issue, though, was with the massive slew of coins present in most areas. If there was any semblance of difficulty, the countless readily available coins and such pretty much undid any damage taken within seconds, reducing the enjoyment significantly.
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GRAPHICS: 1.5/5
Ugh; it was largely a disaster in this department. There were several areas of cutoff (lava, clock tower and grassland tiles don't mix at all, but items like boulders could have been used to make up for this), and most of the settings simply were not believable (floating pendulums over grassland, random blocks of dirt in a clock tower environment). The grass terrain itself was very bland and geometrical for the most part (excess butterflies and occasional trees only shroud this partially), using the same tiles over and over when there are a variety available that should have been used.
When it comes down to it, tilesets were basically mushed together with poor result, and the effect is very unappealing to the eyes overall.
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OTHER THINGS: 2.5/5
- The attachment to the garden theme was present, but questionable. Combining grass and tree tiles with other, inappropriate settings (such as lava and pendulums) doesn't make much of a garden at all, even if they are meant to be other 'galaxies'. +0.25
- Interesting way to summarize a storyline, even if it could have been more compact. +0.5
- The usage of enemies overall was rather poor. Too many areas involved clusters of enemies smushed into a single area, which ends up being excessive and inappropriate (4 goombas or 3 bombs in a single, small area at once?). Some enemies were poorly used as well; cheep cheep that cause forced damage upon entering another area or placed in a thin corridor that make it impossible to pass without purposefully getting hit are little more than a nuisance. Also, why would bullies be randomly positioned when they can't actually push you anywhere, and why would an underwater setting feature a cluster of boos to begin with? -1
- Many blatant typos in the signs (evertytime, butteerfly, woth) could have been avoided with a simple spellchecker. -0.25
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It might have worked better if more care was made into relying less on ugly clusters and more into making each area seem like an appropriate hybrid. Or maybe it just tried to do too much at once.

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Secret Of the Garden - MegaMario1996
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RATING: 14/20
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FUN: 6.5/10
Overall a classic star hunting / platforming experience with a couple other obstacles / challenges here and there (mostly the use of the flight cap). It was decent, but not amazing or astonishing enough to justify a higher score.
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GRAPHICS: 3.5/5
The fact that the same grass tiles were used continually instead of cycling between the three types was a noticeable letdown, and while the usage of trees and such were decent, there wasn't anything breathtaking about it. The odd stacking of clouds and a few other peculiarities also detracted from it, but there wasn't anything truly terrible about it.
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OTHER THINGS: 4/5
- Fit the theme of the contest, what with it looking reasonably like a basic garden setting. +1
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A bit on the predictable side, but not bad otherwise. It needed some spicing up, though, since it didn't really include anything noticeable or unique to make it stand out enough.

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Garden in the Clouds - Cryokenetic
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RATING: 15.5/20
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FUN: 7.5/10
Relatively basic platforming with some interesting pathing required along with a pleasant atmosphere makes for a surprisingly enjoyable experience. It probably would have been more interesting without the Fludd involved, since it allowed one to advance too easily and too quickly, and some areas (such as the caged areas) were odd and out of place.
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GRAPHICS: 3/5
There were a few instances of cutoff, most notably from trying to blend tilesets (eg: grass and cavern) as well as trying to use cage tiles in a very unnatural manner. Also, all the grass tiles (and some of the cavern tiles as well) used a single type continually instead of cycling between the available variations, giving it a crude, lazy appearance. The presence of odd, floating clock-based obstacles seems out of place as well, but aside from these problems, though, it was pleasing on the eyes with the unusual design.
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OTHER THINGS: 4/5
- An artificial garden floating in the sky works towards the contest's theme. +1
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It works, I suppose. Sadly, I cannot think of anything else to add, so this will have to work.

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Peach's garden. - Aleksgospodinov
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RATING: 9/20
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FUN: 2/10
A very basic platforming run in a single direction that was completed in about 60 seconds... Much too short to offer anything enjoyable or challenging, especially when it featured nothing that encouraged the player to actually play through the level.
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GRAPHICS: 3.5/5
All it really featured were trees clumped together to give it a garden-esque quality, along with a few miscellaneous other doodads among an entirely grass environment. It was technically acceptable, but that is really all that can be said about it since nothing featured was truly appealing.
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OTHER THINGS: 3.5/5
- Fit the theme of the contest in a basic manner. +1
- The capitalization with the title isn't consistent, and the period is unneeded as well. It looks rather out of place. -0.25
- Why bother with the red coin at all considering it is basically in your way anyways? All it does is disorient the player when advancing to the second part. -0.25
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The very short length is the key problem; if the level had some more content, it would have been more worthwhile.

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Grand Gardens - Kimonio
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RATING: 9.5/20
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FUN: 5.5/10
Each section will be commented on individually, I suppose.
Part I - Fairly basic platforming and enemies along with an introduction. A bit annoying at times, but nothing truly troublesome.
Part II - More emphasis on platforming, although the presence of threats for the majority of this part makes for a bland experience. Trying to land on tiny platforms that are barely a few pixels wide is little more than a frustration as well, especially when positioned in peculiar areas that require countless tries to get through.
There was some heavy lag in the second section of part 2, likely caused from an overuse of effects (despite that at least a third of them - the pipe structures most notably - aren't even reachable during play and ultimately serve no purpose).
Part III - Star hunting in an obstacle-free environment, basically. A simple enough hunt, although the one star hidden in the wall behind vines was found through sheer dumb luck, and is too easily overlooked without any sort of indication.
Part IV - Simply frustrating at its core; the very beginning offered almost no margin for error, and constantly re-testing the level over and over became annoying very quickly. Having a bit of time to at least get one's bearings and get started would have done a lot here. Easily the weakest portion of the level.
Part V - I'm not particularly sure how this is very boss-like, aside from the shape. The first section just features flying blocks that never do any sort of harm, while the second section a lava-jump climb that is straight forward. I suppose smashing through a heart is a nice touch, and is the only real indication of what this section is meant to be.
Part VI - More platforming, followed by exploration through a maze-like ship. It is probably more for storyline purposes than anything else, from the looks of it.
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GRAPHICS: 3/5
Graphics were reasonably solid as a whole, despite that some objects or settings were rather open to interpretation (the device in the first section is... rather difficult to identify). While some features look rather nice (the glowing rocks, for example), others were rather bland in comparison.
There were a few areas of noticeable cutoff as well (top left corner near the start of the 2nd part, for one example), all of which could have been avoided.
Another problem that stood out was multiple instances of cavern & grass tiles using the same 'wall' tile for the entire portion of it, when it looks far better when alternating between both types.
The transition between varying 'parts' could have been handled better as well. While some transitions were natural and believable, others feature a rather abrupt scenery change that ends up rather bewildering to the player.
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OTHER THINGS: 1/5
- There was little that fit the 'garden' theme of the contest. Aside from the brief foray of the first section as well as the 'boss', it had little to do with the theme, even if it is technically about saving one. Said theme should be the main focus of the entry rather than exploring caverns, temples and spaceships, no? -0.5
- The level had an interesting story associated with it. +0.5
- At the initial 'giant bullet bill', the unsurfaced lava still hurts you like normal. Considering you can somehow step on the rest of the 'flames' safely, this seems like an oversight that could have been prevented simply by using some other tile instead. -0.5
- Numerous walls, passages and platforms remained outside the camera's range, making for some confusing circumstances in terms of navigating a few various areas. For one key example where this was truly bothersome, the final platform near the end of the second part cannot even be seen without messing with zoom settings due to being below the level's threshold. -0.5
- Each time you were 'crushed' in the 4th part, the boulder either dragged the player along (which made the game unresponsive, even to trying to exit via backspace) or forced said player outside the level's borders (which always causes all sorts of glitch-oriented problems). Many measures could have been taken to prevent these problems, and it seems like a sloppy, lazy way to perform such an 'escape' scene. -0.5
- The boss features no indication whatsoever in terms of how to advance; how is the player supposed to know to enter a pipe (aka hit down) atop its head (along with a second time in the unidentifiable second section)? -0.5
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Aside from an excessive emphasis on jumping between stationary platforms (plus of course a very brutal chase/escape scene), it didn't feel like an actual Mario game at heart, and it is probably what caused the score to suffer. It certainly doesn't fit the contest's theme very well, and is better off done as something independent.
I'm not sure why I spent so much time on this one, now that I think of it. Probably because the submission is strewn across so many parts.

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Retake the Garden - Nero_The_Demon_Slayer
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RATING: 6.5/20
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FUN: 3/10
I can't really say it was fun considering how little it contained. It mostly consisted of eliminating a few clusters of (poorly positioned) enemies (that got unnecessary warnings) along with navigating tight corridors that prevented anything more than one-dimensional movement in the first section, along with an inane underwater cavern section (which has ghosts... why?). The second was mildly better, but smashing through ice and a few enemies (along with flopping fish out of water; once more, why?) gets old quickly. Of course, the final section was both a nuisance and easy to cheat through (see 'other things' for details). As such, it was dissapointing overall.
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GRAPHICS: 3/5
Graphics were OK (albeit plain) in some areas, but tried to unnaturally mix tilesets and objects in others. Switching between castle and underwater cavern was the strangest move, and the other areas weren't much better.
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OTHER THINGS: 0.5/5
- The attachment to the theme is basically in name only. The emphasis was clearly on the exploration of a castle, and had nothing to do with any vague sort of 'graden' (a level name and two brief portions with grass aren't enough). I question why this wasn't disqualified. -1
- What is the purpose of having 15 1-up mushrooms floating at the beginning of the level exactly? -0.25
- The numerous spelling, capitalization and grammar errors could have been addressed with a quick run through a spellchecker along with some effort. -0.25
- The bullet bills are almost certain to cause unavoidable damage due to entering in the middle of an onslaught. Using a level transition to enter from another area would have avoided this problem easily. -0.25
- I suppose the trick in the second part and the cracked bricks is clever, even if underhanded. +0.25
- The 'giant block crush' in the final part was clearly done in a lazy manner. Aside from the fact that you have no warning whatsoever of one's impending doom, as well as the fact that it drags you into the ground and takes an eternity to finally kill the player (due to the inevitable slowdown), you can just ride it as the blocks rise back up to skip the entire platforming section. Once more, all this could have been avoided with some effort. -1
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Everything that had to be said was said.

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Garden: Xpo20 - Xpo20
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RATING: 6/20
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FUN: 1/10
It was a walk forward, a jump, using a sling and moving left through awkwardly placed clouds to an easily collected shine. I guess the sights are mildly amusing, and that is the only reason this section got any points at all.
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GRAPHICS: 1/5
A flat run across jungle terrain that doesn't even have proper edges shows no effort, even if populated by trees and out-of-place mushrooms. The 'sky garden' shows no semblence of reason either, and is simply a joke as a result.
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OTHER THINGS: 4/5
- Fits the theme of the contest, I guess. +1
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It is more of a novelty act than an actual level, and the score reflects this.

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Floating Galaxy Gardens - MessengerOfYahweh/Dreams
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RATING: 15.5/20
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FUN: 7.5/10
Pretty interesting overall. Platforming and such was fairly basic gameplay-wise, but the additional twist of having to run the first portion in reverse within a time limit was particularly fun. It would have been more ideal to have said 'drill' within one's sight, though, so one could measure one's pace against the clock.
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GRAPHICS: 4/5
Pretty solid overall; nothing truly seems out of place, even if occasional areas are more questionable than others. Hard to pinpoint problem areas, though.
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OTHER THINGS: 4/5
- The attachment to the theme is present, although it is probably only half of the level's overall focus. +0.5
- The simple but relevant storyline makes up for the above. +0.5
- A bully sitting on a small platform that remains completely hidden due to trees cannot be reacted to on the first run; considering such a threat can easily kill the player without warning, it shouldn't have been present. A completely ineffectual bully within part 2 (after the level transition) doesn't help either. -0.25
- The leap of faith (actually working) in the first part is a nice twist. +0.25
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It takes a different approach that is rather refreshing in that it doesn't try to do away with the garden theme completely like other entries seem to do. Not bad (despite the clear overuse of 'space gardens' and the like from many other submissions).

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Garden in the sky - Star-Fawful
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RATING: 14.5/20
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FUN: 7/10
Classic platforming and red coin hunting; no problems in this regard, even if it is a bit predictable. Additionally, the level is a bit on the short side, which makes it end too quickly for my liking.
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GRAPHICS: 3.75/5
The main problems stem from the water cutoff (due to poor positioning / size) as well as the lack of variety in the grass tiles (there are 3 varieties, yet only one was used continually). The floating pendulum and a couple other minor oddities don't fit in well either, but other than that, graphics are sound.
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OTHER THINGS: 3.75/5
- Fits the theme of the contest. +1
- The signs and their content are problematic, what with the inaccurate red coin count (it's 8, not 10) and the poor spelling / capitalization. -0.25
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Short and a bit odd, but I suppose it works.

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It's a Garden! - Buffooner
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RATING: 15.5/20
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FUN: 8/10
Oddly enough, such a classic setup had enough variety in enemies, platforming and overall obstacles to be fun in playing through. The difficulty was a problem, though, since the overabundant coins made the risk of falling the only real danger.
Otherwise, the checkpoint system helped a fair bit as well considering the level's length. There was some minor lag, but it was overcome quickly enough that it is a negligible annoyance.
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GRAPHICS: 4/5
The two main issues that were noticable were the poor quality in grass tiles (although some variation was used, the same basic tiles were clumped together for rather large sections at a time, which detracts from the asthetics) along with some areas (most notably within caverns) simply appearing unpleasantly flat far too often for it to be natural within such environments. Otherwise, everything was well done.
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OTHER THINGS: 3.5/5
- The level fit the theme to an extent, but a network of caves for half the level detracts from the overall theme. +0.5
- The first checkpoint doesn't work too well when you get damaged within half a second of using it (due to enemies being too close). -0.5
- Gotta love them underground worms. +0.5
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Relatively solid entry; will likely place in the top 3.

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Star Sling Gardens - TriforceGuy1
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RATING: 13/20
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FUN: 7/10
The overall hunt for stars was fun in itself, and flying throughout on slings is reminiscent of other games, but the novelty of all this wears out after a while. Coupled with the fact that there is literally nothing but this in the level, the entry serves to place all of its eggs in one basket, which isn't entirely effective. At least the use of butterfly signs for hints prevented the hunt from being frustrating.
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GRAPHICS: 2.5/5
Graphics were pretty dull. It just used one tileset throughout the entire thing in rather unnatural ways (the same grass tiles used throughout the full level being the main culprit), along with some trees scattered sparsely throughout. Such a level doesn't fit with grass tiles very well, and the excess time in flight didn't really deter from this.
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OTHER THINGS: 3.5/5
- Considering that far more emphasis was put on it being a bunch of planets within a galaxy, the attachment to the theme was minimal at best. Grass tiles and some occasional trees and such is nowhere near sufficient to be considered garden-based. +0
- Two level alternatives, each with a choice in music, is a nice approach to such a 'custom music' issue. +0.5
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Such a level is probably better off separated from the 'garden' theme, as it doesn't fit well with that. Otherwise, it could have used something else to give it a bit more kick, especially in the graphics department.

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Peach's Garden Revisited - Marioiscool254
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RATING: 16/20
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FUN: 7.5/10
The direction wasn't always clear, and some obstacles were annoying, but it was an interesting design overall, what with Fludds gradually expanding the level's boundaries and such. Considering the length and the possibility of screwing up somewhat easily in several places, some checkpoints would have been useful to have (despite that they would have been difficult to use due to the level setup).
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GRAPHICS: 4.5/5
- Grass tiles were properly used, which almost seems like a first. Otherwise, there were some minor issues with both player interaction with said graphics along with some oddly placed objects, but aside from that, everything was sound. The frozen enemies in particular was a very nice touch.
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OTHER THINGS: 3.5/5
- The entry fits the theme of the contest. +1
- The storyline / threat was not enforced in the slightest from what I could tell. As such, why place a restriction in place that isn't regulated? -0.5
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A bit odd, but still a solid submission for the most part.

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Zerke Gardens - Salmo
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RATING: 8/20
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FUN: 3/10
Fun? Not very. The platforming was only truly difficult at the beginning simply because the pendulums and such used are naturally difficult to use, and dozens and dozens of enemies clustered together to cause lag and result in numerous unavoidable damage situations get annoying very quickly. Coupled with an inane pipe choice 'challenge' that has a 66% chance of forcing additional playthrough, the lack of checkpoints despite the high probability of screwing up, and countless inconsistencies and oddities, the result is... this, I suppose.
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GRAPHICS: 3.5/5
Graphics were reasonable on the surface, but once you get past that, the numerous problems present made themselves known rather quickly. The poorly mixed tilesets (lava blocks on grass, fish floundering about upon lava), excess use of a single grass tile rather than a variety, the blatant cutoff with the water section and levitating pendulums and the like that stand out like a sore thumb all contribute to degrading the overall aesthetics.
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OTHER THINGS: 1.5/5
- Despite the garden environment's existence (which technically fits the theme), the overall emphasis was clearly elsewhere. +0.5
- The overall content for the signs makes my head hurt trying to read and understand them; a bit of effort is needed to make them legible. -0.5
- The 'door' you need to take upon entering the castle is out of the camera's range; how can it be used if you can't even see it? -0.25
- After exiting the first castle, moving left throws you out of the level's boundaries, which is clearly glitchy behavior that should have been avoided (and could have been with very little effort). -0.5
- Despite the existence of the 'boss', there really isn't anything that forces you to contend with the challenge at all, which just makes such a 'fight' little more than an implied illusion. -0.5
- Any reason there are 8 red coins clumped together when they serve no actual purpose aside from creating static? -0.25
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I can't think of anything else to add besides what was said already.

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Blabob Grasslands - Blabob
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RATING: 14.5/20
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FUN: 9/10
The design overall was quite unique, and it is rather likable, even if many other 'secrets' and such are ultimately just sideshows that have little purpose in the scheme of things. The tedious style of some areas (mostly the 'hard' level) can get annoying at times, but they are generally overcome with some persistence, so it isn't much of a problem. The number of unique obstacles and challenges offer something new to the table (unique use of pendulums, switch blocks, invisibility, etc), which all make it rather enjoyable to play through for the most part.
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GRAPHICS: 3/5
Graphics are a mixed bag for the most part. While many areas appeared quite fantastic in the effort put into it, the numerous areas of cutoff (cage and grass tiles do not mix at all, and many vines and such weren't properly attached to any other items / surfaces), lack of variety in grass tiles and the fact that many areas simply appear unpleasantly plain / flat all take their toll as a whole. A rising mass of pixels in the underwater section looked particularly revolting in comparison to its surroundings.
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OTHER THINGS: 2.5/5
- Only the initial 'hub' could be considered garden-related, and it is too minimal to consider it a proper attachment to the contest's theme. After all, everything in said area is little more than a preliminary to the actual levels/minigames that have little or nothing to do with the theme. +0
- The non-linear setup as a whole is rather interesting. +0.5
- Massive lag that ensures the level takes a long time to load, coupled with sometimes crashing the flash player / browser, means that the level simply shouldn't have been overloaded this badly. Not everyone has access to the best computer resources, after all, and cutting down on effects or splitting the level into parts would have ensured proper playability. -0.5
- Moving blocks could and should have been used with better precision, particularly in the second part of the 'hard' section. It is all too easy to suffer extreme FPS loss while remaining in wall-limbo, or even being forced out of the area's boundaries to end up where you aren't supposed to be (such as being knocked above the entire level, or somehow being forced to the next part of the level prematurely), and such issues could have been avoided. -0.5
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The level design itself is fantastic, but the other flaws mentioned are ultimately what brought its score down in the end.

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Re: 8th Level Designer Contest

PostPosted: August 8th, 2010, 6:00 pm
by MICrophone
MICrophone wrote:EDIT: Got lazy and decided I didn't want to do a Part 2. I am going to alter the storyline so it concludes at the end of the level and then I'm done. Yay!

Hmm…is it possible I forgot to alter the storyline because I wasn't making a boss? I have to go back and look…

EDIT: Well, I did alter it, but I didn't do a very good job of it…ah well, doesn't matter.

Re: 8th Level Designer Contest

PostPosted: August 8th, 2010, 6:08 pm
by Firestar
Forgot my level.
VVV


Volcove wrote:You ever tried, you know, asking?
I already stated that it is extremely tedious to judge WM's entry due to lag/loading issues (even moreso than Blabob's entry, and his level came in 3 parts), and I've had a fair bit to deal with as of late (including technical computer problems). I was frank when I suggested that you were better off just releasing the results anyways, and I'm glad that you went ahead and finalized things in the end.

To add something else, the results are a little less messy when they were rounded to multiples of .5, and it is somewhat odd to have each rank separated by a mere fraction of a point. Was aiming for at least 3rd this contest, but apparently even-numbered contests aren't my fortè.

~You're spoiler is evil.~ Nin I made teh quote smaller for you. :3

Re: 8th Level Designer Contest

PostPosted: August 8th, 2010, 6:30 pm
by Volkove
Fireheart wrote:Forgot my level.
VVV


I don't see an entry by the name 'Fireheart', so unless you went by another name, I don't know what you're talking about.
Also, I didn't judge everything; I skipped levels that either had sufficient judges already or were too large / laggy to load and test properly.


@ Blabob - Out of curiosity, why did some people get points for using checkpoints, yet others did not?

Re: 8th Level Designer Contest

PostPosted: August 8th, 2010, 6:33 pm
by Firestar
Go by the name "hugemariofan"? :awe:

Re: 8th Level Designer Contest

PostPosted: August 8th, 2010, 6:38 pm
by Volkove
Nope; was likely one of the ones I didn't judge.

Re: 8th Level Designer Contest

PostPosted: August 8th, 2010, 6:45 pm
by MessengerOfDreams
Well EXCUSE me for thinking that you took another 2 month leave of absence like you always do. And while we are at it, let's treat MoD like crap for it, and add a dose of smart arse ness instead of being nice about it because some people like to pick on one person. Seriously. You were perfectly nice to Fireheart. I am considering a warning in your near future.

Re: 8th Level Designer Contest

PostPosted: August 8th, 2010, 6:52 pm
by Volkove
Ah, you're starting this again despite that I gave the same type of response to both of you. Not sure where you're seeing the malice in my reply, or what rule it breaks (especially since you're the one attacking me specifically). Feel free to PM me if you wish to continue flaming, since there is no point to do it here.