Guys
"Design" isn't just one aspect of a level. Design is the entire process of creating a level. Every category is part of design. There's a reason it's called a Level
Design Contest. I think what you guys are trying to say is Gameplay, which has been part of the judging system for SM63 in the past.
sirknightingfail wrote:Originality - (20 points) - How original the level is, how innovative they were with either the level itself, What the level is about, What is done within the level, or A story of some sort. This should not include "How Amazing the switch and trigger usage is", that would go within Gameplay.
- (10 points) - Original use of background, enemies, blocks, graphic transitions that would blow most minds, original ideas that have not been used for levels before, or an interesting twist on a common level type.
- (10 points) - Original use of switches, triggers, events, delta powers, weather effects, enemies, etc. (things not mentioned above)
Originality should not be a main goal during contests. If it does become a goal, then non-contest levels and the Tips and Tricks thread will no longer have anything original, since designers will keep everything original secret and out of their levels until contests where they can use original stuff, because there is an actual award to be won during contests due to "originality", even if the designer had that trick in storage for a while. I think originality in the storyline is a good thing to look for, though, since the storyline is usually not confined by the theme.
A similar problem to that is how the current accepted rules in the SM63 LDCs don't really support levels made before the contest, mostly because of the rule: "You cannot have started your level before the contest; it must be started from scratch." The problem with that is that designers will be worried about accidentally making a level that would be perfect to use in a contest which might spontaneously appear while or right after they are making their level. It is difficult to make a level for a theme which you just made, and still make it original. Because of that, designers who want to participate in contests will keep from making levels until contests so they don't have to worry about that problem.
Anyway...
I've designed a complete judging system to bring out the best in designers, while still allowing non-contest levels to be made in full.
I also used some of sirknightingfail's Gameplay stuff.
*ahem*
You start with 0 (neutral) points. Points get added or reduced depending on whether the judge determines whether that aspect of the level was well done or crappily done.
Gameplay: (-20 to +20 points)
- Mechanics: (-5 to +5 points) Stuff that just amazes your brain, and makes the level fun to play. Use of Delta Powers, other special objects, like Delta Orbs, gravity direction, planets, moving blocks, etc. Were the puzzles clever, when existing?
- Difficulty: (-5 to +5 points) The difficulty fits the level itself, but isn't such that it will annoy people to a point of giving up, but makes them want to keep trying until they get it. How satisfied the player is when they finish the level, how much of a sense of accomplishment they gain from knowing that they beat the level.
- Flow: (-5 to +5 points) Smooth transitions between different moods within the level, or if there is no sudden change in the style, staying consistent. Did everything flow together nicely, or were there parts which broke immersion? Were you aware of the route needed to be taken through the level, or were there parts where you felt stuck and hadn't the slightest idea of where to go next?
- Gameplay Alteration: (-5 to +5 points) Did the gameplay shift from platformer to a puzzle game, or something else? When this happened, dit it improve the gameplay or lower the replay value?
Graphics: (-15 to +20 points)
- Scenery: (-5 to +5 points) Was the background used well?, Did the decorations fit with the level? Did they make the level look better, or distract from the gameplay?
- Flow: (-5 to +5 points) Does everything fit together nicely? Does it just "feel right" to you?
- Animations: (-5 to +5 points) Did the animations look right, when used? Did everything flow together nicely or was it too jittery and seizure-inducing? Did they have the "wow!" factor?
- Out of the box: (+0 to +5 points) Were items and tiles used in clever ways? Something that makes you think: "How the heck did you do this?"
Triggers: (-2 to +15 points) (Default to neutral (0) if no triggers.)
- Concepts: (+0 to +5 points) Were the trigger concepts cool? Innovative? Were they used in a way that improved the level a lot, or did they distract from the gameplay? (Doesn't have to be original)
- Completeness: (-2 to +5 points) Did the trigger and platform mechanics feel complete, or were they full of bugs?
- Out of the box: (+0 to +5 points) Were the trigger mechanics used in clever ways? Something that makes you think: "How the heck did you do this?"
Story: (-2 to +5 points) (Default to neutral (0) if no story.)
- Story: (-2 to +5 points) Was the storyline well-written? Were the characters interesting? Was the story relevant to the level/theme? Was it nicely implemented or did it feel tacked on and distracting? (Only subtract points if the story took away from the level).
Other: (-20 to +20 points)
- Music Choice: (-5 to +5 points) Was the music chosen well, whether it was built-in music or external? Did the music fit with the theme of the level, or was it unfitting and inappropriate? (Extra credit if the designer made the music themselves).
- Lag: (-5 to +5 points) How long did the level take to load? How well did the level run while playing it?
- Everything Else: (-10 to +10 points) Anything else which you feel is worth adding or reducing points for.
Extra Credit: (+0 to +10 points)
- Easter Eggs: (+0 to +5 points) Were the easter eggs cool/interesting, when existing? Were they too easy or too hard to find?
- Grand Finale: (+0 to +5 points) Was the ending amazing and/or spectacular?
Please feel free to tell me what I should add/remove/modify, because chances are that I forgot something somewhere.