Page 2 of 2
Re: Volcove's Levels

Posted:
January 3rd, 2012, 3:46 pm
by Harmless
I'll review the Celestial Trial level.
Fun: 4/10. Holy... that is an INTENSE level... I couldn't even get past half of the first part. But the warp pipe at the bottom left of the level (Right above where you start) is too easy to get to, thus skipping the first part. The rest after that... just as difficult. The difficulty consistancy is good, but maybe you can tone it down just a little bit...?
Graphics: 7/10. Despite the fact I know this level is all based on platforming and difficulty, I still have to grade on three different subjects, or otherwise this won't be a complete review. There was nothing too special about the graphics, but nothing real bad about it either.
Other/Creativity:
Good:
+ Very creative challenges. (+1.5)
+ Great tone of difficulty. (+1)
+ Nice use of level transitions and different pathways. (+1)Bad:
- Loading time after every time I die needs to be reduced... (-1)
- Once you know where the "hidden" warp pipes are, it's too easy to speed through the level to the end. (-2)Total: 3.5/5
Overall, you scored a...
14.5/25! The real issue is not so much of the insane difficulty, but the loading time and the fact that the hidden warp pipes are too easy to get to, thus resulting in the fact you can just speed through the level. There should be a difficulty setting or variety for the level so beginners don't feel left out as well.
Re: Volcove's Levels

Posted:
January 3rd, 2012, 4:13 pm
by Volkove
Thanks for the review, although that level was from years ago and doesn't really compare to what has been done since then.
As for the hidden warp pipes, that's what their purpose is: to serve as checkpoints so so you don't have to replay the entire level each and every time you die. It is fully intended that you only have to beat each area once in order to proceed the rest of the way.
Re: Volcove's Levels

Posted:
January 4th, 2012, 6:29 pm
by Harmless
But the thing is, I didn't even have to beat the first part at all. I saw it right off the bat when I was about to play the level.
But otherwise, I see the intention. But why not have the checkpoints for both pathways, whether you decide to truly test your mettle or not? Just a suggestion.

Oh, and your welcome for the review. I understand that it was during your early years here, but these are just suggestions for improvement.

Re: Volcove's Levels

Posted:
January 5th, 2012, 12:13 am
by SuperMIC
Haha, Harmless, no offense, but I think you have to realize who you're addressing here...
This is Volcove, winner of two LDCs, ranked #1 LDer by MoD's Tier List. One of the most famous aside from Krazy321 and 24murph.
Difficulty isn't everything in a level. It's fine to make hard levels. And checkpoint systems are good too... you aren't supposed to find them, and if you do, you be a good player and skip it.

Re: Volcove's Levels

Posted:
January 5th, 2012, 9:01 am
by Volkove
That's no reason to stop him from giving an honest review, and he shouldn't be berated for doing so.
Otherwise, I never noticed it, although that problem is easily fixed by adjusting the starting position a little.
Finally, you will end up using the exact same checkpoint whether you take the extra path or not. They all lead down the same road in the end.
I'd edit it with such improvements, but I'd rather keep the nostalgia intact. I'm pretty sure I know what would cause such lag and such, and should I ever make an updated version, I'll keep that in mind.
Re: Volcove's Levels

Posted:
January 27th, 2012, 7:55 pm
by MessengerOfDreams
Yeah so I was bored today so instead of being responsible I decided to play one of the few levels you made that I haven't played. Today, it was Garden of Life
Fun-9.25/10
What an underrated, enjoyable level. In some portions it was incredibly frustrating but not unfairly so. I really liked the challenges you brought forth and the elements you brought into play. Platforming was really well done, the FLUDD didn't decrease the difficulty level and really, I just had a ton of fun. I especially liked the way you had us retread this level, in a different path than we had before.
Graphics-5/5
The 5 is not necessarily only for tile structure and item usage and the basic structure. I enjoyed immensely the atmosphere of overgrown plants and foliage, and it was pulled off remarkably. Even the wooden platforms didn't seem unnatural in the trees. You made the level convincing even with an outlandish concept, and for that I commend you.
Other-3.75/5
-1 When you get back to the metal cap area with the FLUDD, it's hard to tell what we're supposed to do, and it's very easy to end up back in the pipe with an everlasting metal cap at the beginning of the stage. An arrow or something would have been appreciated cause this element was frustrating.
+1 For the different plant species, which were original and conformed to the well known glitches easily.
+.75 Probably an afterthought, but the in-game music was brilliant. It made the level feel that much more enveloping in its theme, especially seeing the dancing weed blowing around in the wind.
Overall-18/20
Underrated indeed- as odd as it is to say, I enjoyed this more-or-less forgotten Volcovian masterpiece as much as the lauded ones, if not more.
Re: Volcove's Levels

Posted:
January 28th, 2012, 11:34 pm
by MessengerOfDreams
Light's Rebirth today. This level, along with most of the 5th LDC levels, pretty much got their fame slaughtered when Krazy321 won with the famed Space Colony. All the more reason to play this level.
Fun-8.75/10
Very, very impressive series of challenges. I especially enjoyed the hot/cold castle segment and the metal cap cave. Some do get borderline tedious (the switch block section, while clever in theory, just got real annoying real fast) and some are just frustrating (♥♥♥♥ FAIRIES) but overall, your eye for a puzzle/platform balance shines through in a well done level.
Graphics-4.5/5
The ice blocks with the fairies do seem a bit out of place and the castle is pretty ugly and messy inside (not very avoidable because of the gameplay factor), but that's the only qualm. You capture the frozen tundras very well, as well as keeping the jungle/ice transition clean, and the cave looks incredible. Good job.
Other-3/5
-.5 I appreciate you trying to provide a checkpoint system for us, but it's hard to even learn about (with the sign for it being semi secluded) and the only way to access them being by memory only (not even words, just grasping at what place what pipe goes to) it's easy to end up not finding the pipe or going down one to a star you hadn't accessed yet, cheaping out the level and getting one very lost. But this was a good attempt at something I rarely see even in levels today (in fact, I had this whole belief in me being the first person to do this in Destinations, silly me) so I won't fault you too much.
+.5 While suitably annoying, the use of clouds as slow-down snow was pretty clever, even if I believe I've seen it before. You incorporated it well.
-.25 I know there are bunches at points of the level, but there could have been good use for easier ways to get health throughout levels, if only because of how much ♥♥♥♥ you gotta go through if you die.
+.25 There's probably no reason I should, but I find it very neat that the mini-shrine for the sky course is right under the snow course to the West.
Overall-16.25/20
Only some more-or-less fixable elements prevented this level from being more enjoyable, as it was a very good experience with a finessed puzzle/platform balance.
Re: Volcove's Levels

Posted:
January 29th, 2012, 6:17 am
by ~MP3 Amplifier~
Gosh i need a master class in level designing. I do have a lot of self belief- but i play these levels and i swear all of them would easily be the original SM63 standard, if not better.
I seriously can't say anything more than what i'm about to say:
I can't congratulate you enough on the wonders you've brought to level designing. I'd say your one of the only few remaining level designers that still enter LDCs today, i mean as in designers from the first or second LDCs. I can only ever really dream about winning several contests and topping the tier, i might one day, but i still doubt highly that they'll ever be to your standard.
So yeah, it's just so great to see you still making award winning levels. 24murph was one of the greatest designers but you don't see or hear much from him anymore.