Page 1 of 12

Best Levels of Each Year

PostPosted: January 6th, 2012, 4:47 pm
by MessengerOfDreams
Hello everyone and welcome to the list of the Best Levels each year has had to offer. Renovations are nearly complete, but the lists have been re-finalized.

What are these lists? Well, exactly what it sounds like- a short review and catalogue of the best levels each year has to offer. Formerly, this was all one giant list as a result of the award winning study "What Is The Best Level Of All Time?" or WITBLOAT, but as time went by and WITBLO11 started for 2011, it was thought to be a good idea that the lists be split up into years, edited and expanded. The results you can find below. I'm hoping I can get Amp to help me out by searching out the levels and providing links to them. ^_^

The 2011 list has been completed, and 2012's will begin being put together later in the year.

The levels are incredible, and they need incredible designers and judges to determine which are the best. Here's the crew that have decided the lists throughout the years!

MessengerOfDreams- The second global moderator of the site, MoD was the one who started this project. He’s also in charge of the Level Designer Tier list, ran the 9th and 14th LDCs and co-ran the 16th LDC with MP3 Amplifier, and has won the 10th and 17th LDC with Venexis, as well as a duel against Venexis in the Level Designer Duels run by Nan. He takes a solid interest in playing and dissecting levels and studying the talent behind them.

Volcove- The current leader of the Level Designer Tiers, Volcove is perhaps the most persistent designer of this forum’s history, having placed in the top 3 of the 1st LDC and the 16th LDC, and has failed to miss a rewarding place in any of the fully recorded LDCs that he’s entered. He has seven silver medals and two gold medals (9th and 15th LDCs.) Currently he’s running the 17th LDC, the first LDC run by someone without a position of power in the site. He’s known for being a detailed judge with a critical eye, being able to find clear, unbiased praise and criticism in any level.

Venexis- Currently third place on the Level Designer Tiers, Venexis is well known for being the guy in block bosses for levels. He’s used them to a remarkable extent in his critically beloved level series Epic Mario World… With Bosses. Also, he has entered and won the 10th and 17th LDCs with MoD, the only two LDCs he’s entered and completed a level for. He’s a driving force in levels today who can easily enjoy and appreciate a good level.

SuperMIC- He’s been the one to watch in designing through 2011 and 2012. He made his break by winning the Halloween Mini LDC and even if he hasn’t been successful in normal LDCs, he’s perhaps one of the biggest level enthusiasts, taking it upon himself to play and study the classic levels of SM63 and use them as influences in his own works.

In 2011, Venexis declined to judge again, and was replaced by Master1.0, an enthusiastic designer prolific for many works across the portal and forums, with portal toppers, successful level series and several strong placements in LDCs (11th and 15th).

Link to the 2010 list
Link to the 2011 list
Link to the 2012 list
Link to the 2013 list

The 2009 list is below. As it was split from the original list that combined 2009 and 2010, four were added to the back of the 2009 list. Congratulations to Yoshi16, Volcove, fourinone and... Runouw, haha. :P

Volcove assisted with writing these up, namely entries 2, 3 and 5.

I shan't keep you waiting. Read and enjoy!

#15-Amusement Park by Yoshi16

http://www.runouw.com/levels/viewlevel.php?id=4964

Ticket to fame: Spending its entire lifespan on the portal within the top 25 for nearly three years straight.

Level type: Amusement Park, Red Coin hunt

Most Memorable Part: Getting off the Ferris Wheel and waiting for the Roller Coaster.

Now this level isn’t flawlessly made. It has cutoff and some lag and isn’t the most gorgeous or extraordinary level around town. What’s extraordinary is the massive influence it’s had on the designing community. This level has maintained a score of 4.1 in the Portal for at least two years, enough to keep it in or around the top 10 for its entire lifespan, and with it being backed up by more than 1100 voters, not even the cheapest of downraters can knock it from its perch. Many designers have claimed it to be the level that started their careers in designing (Avo, Star king) and it’s still lauded today as a pioneering level.

Not that the level itself deserves to be overlooked. Flaws and all, it’s a fun, enjoyable experience with simple, enjoyable ideas to create the atmosphere of a Theme Park without overdoing it. For its time, it was certainly an innovation, and today most imitators can’t outdo it. For a level that still transcends time to become an eternal legend for generations of levelmakers, Amusement Park is a level that deserves the #15 spot.

#14- Lava Lair by Runouw

http://www.runouw.com/levels/viewlevel.php?id=46

Ticket to fame: One of the first levels Runouw released as an example of what the SM63 designer could do.

Type: Lava, Castle

Most Memorable Moment: Observing the incredible tile schematic.

In case anyone had any doubts as to whether Runouw could work well with his own designer, he was sure to dispel them with a few sample creations released with the Super Mario 63 designer and new portal. They’re tricky to find today but still worth a play, especially this creation- a gorgeous level with design way ahead of its time and good old fashioned platforming goodness.

There’s not too much to this level as it was a short sample play, but as the creator of the game it is clear that Runouw could pull off an incredible level with little effort at all. The tiling still influences designers today with a brilliant patchwork grid that gives the level a truly unique feel. The gameplay is short but enjoyable, bringing influence from game straight to his designer. Something tells me that if Runouw were to design levels today… well, he’d probably have a lot of competition on his hands from designers he raised with his own creation. After all, without Runouw and his game, there would be no incredible levels.

#13-Bowser’s New Castle by Fourinone

http://www.runouw.com/levels/viewlevel.php?id=1217

Ticket to Fame: Only placing in a tied third during its LDC (aptly named Bowser’s New Castle), the legacy of this level is still counted as an influence to many creators today.

Type: Castle

Most Memorable Moment: The beginning, with a fitting tribute to Mario games past and a wicked sense of humor trademark of its creator.

Even with creators like 24murph being remembered as the most outstanding designers of the age of design, it’s safe to say that the genesis year of level designing still belonged to Fourinone. Even if this level was his least successful contest entrant, it leaves as much of a legacy as the two winners of its LDC. Good old fashioned Mario fun can be found here, with platforming reminiscent of Mario games past and techniques to be reused in SM63 levels of the future.

There are many elements memorable to this level, a level which inspired future memorable creators like MoD and Killswitch. Humorous lines to be remembered, platforming which at the same time was innovative and classic, a nice puzzle element and a clean, flawless and exhilarating final boss. Allow me to repeat that as far as LDCs go, this was Fourinone’s lowest placing legitimate effort. If that’s the case, then it was certainly no surprise that he had far greater achievements ahead in his future.

(at least, no surprise to anyone except Fourinone, whose response to his 3rd LDC victory was a surprised “Not expected/10, seriously. O.o”)

#12-Secret Within The Desert Sands by Volcove

viewtopic.php?f=22&t=319&p=2225#p2225

Ticket to fame: One of many second placers in the 3rd LDC (Desert Oasis), this level stands out as being Volcove’s first of many silver medals and for subtly introducing the ability to ‘transform’ levels.

Type: Desert

Most memorable moment: The transformation of the desert into a grassy oasis.

Volcove’s rise to becoming the top designer of the current age was definitely a slow burn. While he was turning out great levels before, he was quite the underrated designer in 2009. As it turns out, though, even then he was ahead of the game.

Secret Within the Desert Sands (not to be confused with his 13th LDC entrant “Secret Within the Sands”) was perhaps the first notable level to employ the technique of ‘transforming’ levels; that is, to take a level and apply a process (in this case, loading a second edited code) to turn the level into a subtly different atmosphere. The desert is dry and hot with many abilities to kill, but if Mario can reach the other side he could bring life back to it. This simple, innovative concept was rarely mirrored again until around 2011, but even in 2009, coupled with great gameplay and exquisite graphics, it was a gem in its own right.

#11-Freezeflame Galaxy by Brandobrawl

http://www.runouw.com/levels/viewlevel.php?id=1800

Ticket to Fame: This level has been buzzed as the potential winner of the first ever LDC, but it wasn’t submitted in time. Nevertheless, it’s gone down in levelmaking folklore.

Level Type: Space, Fire Field, Ice, Puzzle

Most Memorable Part: That aha moment when you find out how you can pass that insta-kill block at the beginning.

Could this level have won the 1st LDC? It’s hard to compare; the 1st LDC was run on the freeforum that the Runouw.com of today is based off of so the levels are hard to impossible to find. But even though this level shows its age clearly, it’s an intelligent puzzle level taking influence from a Super Mario Galaxy level of the same name.

Brandobrawl pulls out all the stops, bringing you through an unclear, nonlinear path through both fire and ice as you make your way to the sprite. Keep your eyes peeled and your brain sharp, and don’t worry- there’s plenty of platforming to go around still. Bugs and all, this level shows clearly what was hot when the level designer was first used, and it’s still a fun play today.

#10-Lake of Eternal Silence by Ayrayen

viewtopic.php?f=22&t=1123&start=30#p7594

Ticket to Fame: Although it came in fourth place (behind six other placers) in the 4th (Halloween) LDC , its influence can still be found today in levels, notably by Republic , who used its styling in a section of The Great Sanctuary.

Level Type: Adventure, Mansion, Sewer, Exploration

Most Memorable Part: Swimming through the green-walled sewers and trying to find your way out.
Ayrayen was one of the few considered to be designing royalty through 2009. He had an acclaimed level series with notably high difficulty, and he was respected just below the level of the holy trifecta of the pioneer years (24, Krazy, Four). Surprisingly, though, this entry to the 4th LDC came in fourth, tying with MICrophone and coming in behind three bronze medalists, two silver medalists, and of course Fourinone. Still, this is the kind of level that can be seen as a precursor to the story driven type of levels that are still a rarity to find today.

To elaborate, there are plenty of good levels with considerable story, such as both of Fourinone’s early LDC winners. However, Lake of Eternal Silence is helmed by its plot for the level to work properly- constant scene changes and plot twists designate where you go next, and it’s not always where you think. Whether or not it worked for the best is debatable, but it’s a good element to draw you in. You’re not just playing to get to the end, you’re playing to find out what happens. It’s not a common element pulled off well in levels, but Ayrayen was able to make it work pretty damn well, and that’s why he’s here.

#9-Halloween Special by Demonik

viewtopic.php?f=22&t=1123&start=20#p7441

Ticket to Fame: It was the surprise silver medalist of the 4th (Halloween) LDC, because it was made entirely in the 30x50 grid space and was entirely simplistic, a feature never seen in another prizewinning entry since.

Level Type: Horror

Most Memorable Part: The haunting first person narration by “David”

This is, without a doubt, the most polarizing item on the list during the debate. Some judges loved it for the same reasons the other judges disliked it. It’s by far the odd duck on this list, a 30 by 50 level with minimal decoration and elements that could have been made in a half hour. But there’s some touches that bring this story to an inimitable level.

The story. The story is the level, the level is the story. Sound weird? It kind of is, but instead of it being a level driven by a story, the level exists for the sole purpose of being a backdrop for the story. That’s why the bricks are one color and the decorations are sparse, the story. It’s something that is incredibly hard to pull off, and it won’t gel with a lot of people, but if you can go more arthouse for a bit, you’ll laud this level as one of a kind.

#8-Newer Super Mario Bros 3-1 by Kirby859

viewtopic.php?f=15&t=34053&start=10#p185608 (ignore the Ethereal Mansion, that'll come in useful later :p)

Ticket to Fame: Newer Super Mario Bros is the most prolific level series and one of the most followed that has ever existed. 3-1 was the most acclaimed level of the series.

Level Type: Cave, Puzzle

Most Memorable Moment: This is really one of those levels where when everything falls into place you feel accomplished.

There's a certain mystique to this level, that's very hard to place. It's such a simple looking level, not among the prettiest or most evidently grand. But there is quite a grand quality to this level, a very calculated puzzle level where everything is there for a reason. You don't know why things are there until you have to use them.

I asked several fans of the series to pick out their favorite of the Newer Super Mario Bros Series, and the nearly unanimous response was 3-1, and it's easy to see why. Even as simple as it seems, Kirby mastered the type of puzzle that you'd see and welcome in an actual Mario game, and for that we commend him.

#7-Power Plant Level by Level4

viewtopic.php?f=15&t=34053#p185184

Ticket to Fame: Level4 was one of the pioneers of modern day levelmaking.

Level Type: Showcase, Mine, Cave, Factory

Most Memorable Part: Starting instantly inside the plant and gazing upon it in wonder.

Let's get this straight. This doesn't really qualify as an actual level. No obstacles, no intentional risk of dying. There's no winning, just completing it. It's a showcase, but oh my god, what a showcase it is.

Level4 was Jesus, okay? Jesus. He was the first to show us that there was more to designing levels than met the eye. He used blocks and items and codebreaking to create masterpieces that were eons ahead of their time and still cannot be replicated today. This was the best example. It's indescribable- there's really no better way to explain than to play it yourself. Load it up and drool over the wonder that was the Power Plant.

#6-Bowser's Volcano Lair by Krazy321

viewtopic.php?f=15&t=34053#p184564

Ticket to Fame: The tied victor of the 2nd LDC (Bowser's New Castle) with 24Murph.

Level Type: Volcano, Castle, Boss

Most Memorable Moment: A tie between finally nailing those hard jumps or encountering Mechabowser.

Where to begin with this level? This is where Krazy was launched into level folklore. There's so much to love about it, and so much that still holds up to today's standards for one of the first noted levels ever. From tricky but fluid platformings to an epic pre-boss room bearing semblance to SMW's Bowser Valley 2 (and has been oft repeated in levels today) to the final boss, one of the first block based bosses ever pulled off as an element to the level (instead of the sole element to the level), there's a timeless quality to this level that was ahead of its time but still a full level you could get into today. You can almost see the hallmarks in this level of what makes levels what they are today, elements that are oft repeated in levels today. It's a fluid, lovable level that stands the test of time, and that's what makes a Best Level.

#5-Bowser’s New Castle by 24murph

viewtopic.php?f=15&t=34053#p184463

Ticket to Fame: The winner of the 2th LDC (Bowser's New Castle) ran by Suyo

Level Type: Castle

Most Memorable Part: EVERYTHING! (in reality, its hard to say, but maybe the secret library?) MoDEdit: I have to say the starting point with the sling and the waterfalls always gets me.

You can tell that it has an early days vibe from the start, yet it is its simplicity that makes such a level so genuine and enjoyable. It has the same feeling that one would get from playing the main game, and it is likely that Mario feeling that allowed it to win in the first place, even if it has a few smudges in its perfection here and there. It goes to show that a well structured level that uses a balance of obstacles, powerups and storytelling can triumph over something over elaborate and complicated when done properly.

Well, it isn't entirely simplistic; the level uses one particularly noticeable trick for one of the rooms, but even that is so well executed that it simply doesn't break the flow at all.

#4-Space Colony by Krazy321

viewtopic.php?f=15&t=34053&start=10#p185856 (again, ignore Niklaw's level :p)

Ticket to Fame: The highest scored LDC entry of all time, dominating the 5th LDC (which revolved around expanding on a barely finished template 24Murph started you with) with a score of 18.375/20.

Level Type: Space, Exploration, Silver Stars.

Most Memorable Part: Standing under the bio-dome.

If Runouw were to go through the levels that have been made, looking for one to place inside Super Mario 63, for whatever reason, without a shadow of a doubt Krazy321's Space Colony would be the perfect Super Mario 63 level. With five silver stars with five missions and a nearly perfect execution, Space Colony is the long lost Super Mario 63 level.

Now that I've beaten the ♥♥♥♥ out of that analogy, to the level! It revolves around five missions around a colony placed on a spacebound planet untamed by Earth. Complete each five missions without dying, you win. Trust me, it's a pretty tricky challenge, but it's just remarkable. There's a ton to explore to get the missions done and a ton of work to get them done, a ton of detail into everything about this level. It was created by a levelmaker who decided to ♥♥♥♥ it all and exceed all possible expectations and just made the biggest, baddest level they could. And they succeeded in their quest.

#3 - Arid Arid Desert by fourinone

viewtopic.php?f=15&t=34053&start=10#p185237

Ticket to Fame: The winner of the 3rd LDC (Desert Oasis) ran by Suyo

Level Type: Desert, Oasis, Catacombs, Puzzle

Most Memorable Part: Sand-diggers, hands down.

If I had to guess, I'd say that this level served as one of the biggest turning points for level design, for the sheer depth behind it remains absolutely amazing even to this day. It offers just about everything you could want from a level, yet does it all in a package that remains easy to load despite the size it boasts.
I mean, let's consider all the aspects:

- Amusing storyline and interactive, believable characters.
- Secondary objective for extra replay value, along with an intuitive hint system behind it. Even if it doesn't lead to a shine, it remains quite the challenge to figure out.
- Large variety of obstacles, both simple (giant cactii platforming) and complex (elevator-based obstacles), to keep the player engaged throughout the playthrough.
- Well placed checkpoint system; always a great addition in a level of such a size
- Balanced difficulty level; hard enough to be a challenge, yet not enough that it becomes frustrating
- A vast catacomb dungeon with a history behind it, along with a pair of puzzles to figure out
- One of the earliest and best custom enemies: sand diggers. They're particularly impressive because they actually pose a threat by hurting the player without a shred of glitchy behavior which in itself is far better than what most do even to this point.

I still wonder what it would have been like had the intended final boss been added. Would it have ranked higher? Who knows.

P.S. Also, when he says "under his own feet" he means it. Keep that in mind. ~MoD

#2-Ethereal Mansion by Fourinone

viewtopic.php?f=15&t=34053&start=10#p185608 (ignore bottom level thanks :p)

Ticket to Fame: The winner of the 4th LDC (Halloween) ran by Suyo

Level Type: Halloween, Candy Collection, Haunted House, Boss battle

Most Memorable Part: The final boss battle, along with the fantastic ending

You thought that desert oasis was amazing? It barely holds a candle to this masterpiece, and it is why that the Ethereal Mansion ranked higher in the end. After all, it is a perfect embodiment of Halloween, and while it is technically traditional in its basis, it breaks so many barriers that it is well beyond the expected norm. Considering it won in the first place while getting one of the best LDC scores ever, though, that probably isn't a surprise either.

Perhaps it follows a similar flow as the previous Arid Desert winner did, because it certainly has a similar vibe that has proven itself quite well. The entertaining introduction and storyline behind it, along with the early reveal of your (supposed) goal hints at this, but once you actually get into the mansion, things change entirely. It also offers one of the best early uses of a pure black background to compliment a haunting level, and paves the way for many other levels to use a similar style. The numerous obstacles are, again, all quite fantastic, and many new and original tricks are used to keep the player on their toes all the more. I don't recall an earlier use of being frozen in fear (and thus being locked to only jumping until a certain point is reached) or the springboard blocks that make for massive jumping potential.

To top it all off, there's not only a secret ending to be discovered, but a main ending that leads to one of the best block boss fights even to this day. After all, it is a truly interactive battle that fits the Mario style of bonking the creature on the head three times in order to defeat it, which in turn leads to a fantastic conclusion of... well, you'll just have to see it for yourself. Assuming you haven't already, anyways.

Anyway, for those of you keeping up, here’s a recap of the newly formatted Best Levels of 2009!

15. Amusement Park by Yoshi16
14. The Lava Lair by Runouw
13. Bowser’s NEW Castle by Fourinone
12. Secret Within the Sands by Volcove
11. Freezeflame Galaxy by Brandobrawl
10. Lake of Eternal Silence by Ayrayen
9. Halloween Special by Demonik
8. Newer Super Mario Bros by Kirby859
7. Power Plant by level4
6. Bowser’s Volcano Lair by Krazy321
5. Bowser’s New Castle by 24murph
4. Space Colony by Krazy321
3. Arid, Arid Desert by Fourinone
2. Ethereal Mansion by Fourinone






#1-The Final Rush by 24Murph

viewtopic.php?f=15&t=34053#p184864

Ticket to Fame: The penultimate piece of 24Murph's Level Series, which is among the world's most famous.

Level Type: Final Challenge, Platformer, Space

Most Memorable Moment: Flying with the Turbo FLUDD over the chasm of rainbow colored bullets.

Quite an odd choice for the best level of 2009, correct? The 5 levels preceding this won all of the recorded LDCs that took place in 2009, and even some 7 and higher introduced a technological marvel or gameplay element used today or brought inspiration to the greatest designers of today. What makes 24murph’s Final Rush, the simplistic platforming pre-finale piece of 24murph’s legendary level series collection, so brilliant to top the other 14 preceding it?

This simple statement- Final Rush is perhaps the perfect platforming level. Every single jump, every obstacle, every single press of a button is electric, because this platforming level is flawless. It uses all 3 FLUDDs and all 3 Stars, but it's nearly impossible to cheat. It's a 10/10 difficulty, but it's hard to die. And everything is just energizing, it brings a rush unlike any other level. Not many techniques and elements are repeated or reused from this level, if any, for a very specific reason- 24murph captured a vibe in this level that could never be repeated by anyone else.

Just try it. Even play some great, fast paced music with it. You can't help but get into it, become enthralled and engaged by it. It's intense, pulse pounding, blood pumping, gripping and energizing and that's nearly impossible to accomplish whatsoever. And you can play it over and over and over without ever getting sick of it. It's the absolute, inherent fun factor that surpasses every other level to make its way on the top of the list. This is level perfection, and it doesn't need flash to it. This is why 24Murph is legend. This is EXACTLY what levelmaking is about.

This concludes the What Is The Best Level of 2009 List, formerly part of the general What Is The Best Level Of All Time list.

The most influential movement a creation can set are its baby steps. Everyone and everything has to start somewhere, and these levels were the cornerstones that form what level designing has become. It’s incredible how even in the weeks after it opened to the public we were already finding and creating unforgettable sights, experiences and adventures. From 2009, you could say it only got better, but maybe there is some truth in the ideal that nothing beats the classics. Judging by the entries here, the future has a challenge on its hands.

Thanks for reading.
~MessengerOfDreams

The Best Levels of 2010

PostPosted: January 6th, 2012, 11:25 pm
by MessengerOfDreams
Hello, everyone, and welcome to the list of Best Levels of 2010. As with the 2009 list, these were judged in a collective group by myself, Volcove, SuperMIC and Venexis. The list has been split in two for the sake of continuity, therefore there is a new winner. ^_^ Also to be seen is a new entrant which rockets into 12th place despite not being in the original list!

Volcove also assisted the writing on this one, writing 15, 11, 10, 8, 4 and 3.

I won't waste your time. Get to reading! :D

November 16, 2012 Edit: I have decided to finally fix some time incontinuity in the 2010 list by moving the levels Wet Cave by Star king and Epic Mario World Bonus World 1 by Venexis over to the 2011 list, since they were made in very early 2011. I was debating doing the same for the two 11th LDC entrants but they were initially made in December 2010, with finished versions hitting the deadline in 2011. That counts to me under the last-LDC clause. But seeing as Venexis' was made independently as part of the series in the beginning of 2011, IIRC, and Star king's was actually for the failed LDT (same as 2011's #16, Blizzid Canyon by nin10mode), then I think they can be moved. Further details in the 2011 post.

For now, though, we welcome two new entrants, which you can see in the middle of the list at numbers #13 and #12 respectively!


#20-Blablob’s Tomb

http://runouw.com/forums/viewtopic.php? ... 10#p187350 (ignore Volcove's and Zeb's levels, for now :p)

Ticket to Fame: The winner of the 7th LDC (Hidden Treasure) ran by Superyoshi (in the guise of Wario)

Level Type: Desert/Pyramid Level

Most Memorable Part: The Blabcopter ending- can you find it? You probably can.

This has been one of the most controversial winners of any LDC, if not the most controversial. Either way, this is still an evidently enjoyable level, with a nice Mario feel, some well executed puzzle elements and some very great humor. Even if it has its flaws (try to avoid the coins- there’s twenty stacked on top of each other and it will make your ears bleed) and the graphics aren’t completely solid, it’s a fun, enjoyable level that you’ll be sure to enjoy.

#19-Disaster Strikes! By Killswitch

http://runouw.com/levels/viewlevel.php?id=36647

Ticket to Fame: Winner of the 11th LDC (2012)

Level Type: Fire Fields, Apocalypse

Most Memorable Part: Walking on wobbly platforms through a burnt down city

This was another controversial winner, but it’s still easy to tell how hard Killswitch worked on this level, even if he hasn’t ever completed it. The level is a long, hard haul, but if you can survive it, all the better.

This level takes you through the apocalypse of 2012, and has over thirty minutes of challenging content of all sorts, getting more and more difficult as it goes. The loading times may be long, and it may be inordinately frustrating (not to mention the last level is incomplete) but it’s hard not to appreciate the amount of work Killswitch put into this incredibly extensive level.

#18-It’s a Garden by Buffooner

http://runouw.com/levels/viewlevel.php?id=19997

Ticket to Fame: The silver medalist of the 8th LDC (Garden) by Fourinone.

Level Type: Garden, Cave

Most Memorable Part: A tongue in cheek about the economy at Peach’s door-less castle.

Sometimes the best level comes from simplicity. Better than anyone, Buffooner knows this. This is one of the most evident examples of simplistic bliss, a simple, sweet platformer that takes you through a bonus level type garden and a last stretch through a cave in a fight against a giant worm.

Even in its boldest moves, Buffooner keeps his level accessible to all. No tricks, no difficulty spikes, no gimmicks. Just pure Mario fun. Even if it won’t win any awards for innovation, it’s still a brilliant level easy to play and enjoy.

#17-Doram’s Castle

http://runouw.com/levels/viewlevel.php?id=17922

Ticket to Fame: Cause Doram’s freaking Doram, and this is the Doramiest level of them all.

Level Type: Castle, Exploration, Red Coin

Most Memorable Moment: The secret exit that takes you through secret parts next to the entire level- within plain sight.

Doram is by far one of the most unique, if not the most unique people on this site, and not just because he’s over thirty. He’s straight forward, very intelligent and a warm and friendly guy, and for those same reasons, his levels are unique, because the levels display his characteristics very well while still being very well done levels. Doram’s Castle is easily (and obviously) the easiest level to trace to its owner, and not just because it’s named after him.

The level is a basic castle find-the-coins/stars type of level, but it’s easy to distinguish this from others. There’s a light, welcoming atmosphere to it instead of dark dreariness, and Doram’s spirit is in the narration and in the castle. Even if the red coins get a bit too tricky to find and it gets repetitive, you’ll find this an inviting casual play true to its owner, just like his other levels.

#16-Wiggler Fields by Worst_master

http://runouw.com/forums/viewtopic.php? ... =10#p42171

Ticket to Fame: Oft-referenced centerpiece of Worst_master's Strange Mario World series.

Level Type: Garden, Sky

Most Memorable Moment: First Seeing a Wiggler under the Shine Lamppost.

Block bosses are and have always been the shiz. They're often the centerpiece of a great level. But what if, daresay, block-based enemies were used on a more normal basis? This was the sort of duh moment Worst_master had, causing him to successfully integrate block creatures into his level and becoming the first to bring a true harmony of level and block technology together without letting one swallow up the other- sure, you could do the wigglers anywhere else, and the garden level would be good on its own, but they wouldn't be nearly as great without each other, would they?

That's really the notable attribute of this level, seeing the wigglers in a nicely decorated garden habitat. That's not to say the platforming and other attributes aren't good, they're just fine, but the wigglers of the level running around without looking incredibly awkward is what brought many portal players to the idea of doing something more with the designer. That's something a great level does.

#15-The Lost Treasure by MICrophone

http://runouw.com/levels/viewlevel.php?id=16969

Ticket to Fame: The bronze medalist of the 7th LDC (Hidden Treasure) ran by Superyoshi (in the guise of Wario)

Level Type: Cave, Underwater

Most Memorable Part: Submarine plot twist

Considering that most of the entries for the contest revolved around somewhat predictable themes such as deserts, tombs and ruins, taking an open cavernous approach followed by underwater exploration is certainly a unique take on the hidden treasure theme. Although the gameplay has its fair share of assorted flaws in many areas, it still offers an enjoyable experience with an ending sequence that is far from implied by by the title and flow for the majority of the level. That is, as long as you're patient where necessary.


#14-Airship Rescue by Yoshi Boo 118

http://runouw.com/levels/viewlevel.php?id=14841

Ticket to Fame: Placed fourth in the 6th (Airship) LDC, one of the most crowded LDCs and a breakout for some considerable talent.

Level Type: Airship

Most Memorable Moment: A boss that is a clever throwback to the SMW days.

The 6th LDC was a game changer, no doubt about it. Up until then the contests were usually a far and away victory to a legend who busted his ♥♥♥ on something legendary. Runner ups often didn't get the credit they deserved, it was just drooling over levels that Fourinone or Krazy or Murph made. The 6th was what changed everything. Not only was the winner a fresh level designing face in the form of Aznchau (who then proceeded to drop off the face of the levelmaking planet after a 6th place in the next LDC), but the competition was close and the runner ups were all amazing in their own right. Yoshi Boo was one of them.

Already a praised designer with his Paper Mario 64 series, Yoshi Boo was able to take fourth place and still come out with a truly great level, even if at the time he got no prize (until ribbons were awarded in mid 2011). It's a throwback to Super Mario Bros 3 and Super Mario World, with an old school airship with a Super Mario 63 type mission- rescue the penguins and get the hell out. It has one notable trouble spot (especially notable if you hate being trapped with bullet bills) but other than that, it's simply a ton of fun to play. You even get to fight Bowser at the end, which is rarely ever seen. Play this entirely underrated tribute level and you won't be disappointed.

#13- Garden of Life by Volcove

http://runouw.com/forums/viewtopic.php? ... 39#p185329

Ticket to Fame: A tie for fourth place in the 8th LDC (Garden) ran by fourinone, but is more praised as an underrated Volcovian masterpiece.

Level Type: Garden

Most Memorable Part: Leaping across floating plants swaying in the breeze.

It's surprising to look back on this level and realize just how underrated it is and how it seems to have been forgotten in time. Placing fourth in the Garden LDC (which if you ask me was exceptionally talented all around), before ribbons were awarded, it seems that this level has gone more of the Zebtrestalala way to acclaim and fame (but we'll get to him later!), by being hailed as an underrated classic.

Garden of Life is the perfect example of what Volcove has a tendency to do best- create a unique and convincing atmosphere without telling a story. This is probably his strongest effort on that front, as he creates one of the most unforgettable visual treats in this massively overgrown garden that has great, original gameplay to boot. Sandwiched between two of Volcove's greatest works to date (but we'll get to those later!) it's easy to see why this smaller, more subtle level, would be overlook, but when all is said and done, it really shouldn't be.

#12-The Empty Castle by Aznchau4ever

http://runouw.com/forums/viewtopic.php? ... =70#p43136

Ticket to Fame: More of a personal addition, although the level has proven its value by become the third out of Chau's three SM63 levels to place in the top 6 of an LDC, gaining its green ribbon in the extremely heated 7th LDC and giving Chau a perfect average for placing in LDCs from the winner's club (a rare feat for anyone, much less someone casual in the scene.)

Level Type: Castle, Cave, Labyrinth

Most Memorable Part: The descent that bridges the two levels together.

This piece is, in retrospect, a very tightly-constructed mood piece that could even surpass Chau's victor, A Leisurely Voyage (6th LDC Winner) in terms of grand scale and creating a unique and engrossing world. The eerieness of the empty castle and even the world beyond it turns the subtle surroundings into a tense and uncomfortable experience with brilliant set pieces and classic gameplay. It also features a lovely, subtly-integrated story that explains the pace and actions of the level without overtaking it. Highly underrated and superbly crafted, The Empty Castle is perhaps further proof that, being the fifth of the twenty best levels of 2010 from the 7th LDC, that it was in fact the most talented of them all.

#11-Nimbus Gardens by Cryokenetic

http://runouw.com/levels/viewlevel.php?id=20099

Ticket to Fame: The winner of the 8th LDC (Garden) ran by fourinone

Level Type: Garden, Sky

Most Memorable Part: The initial ascent from the snow-covered lands into the sky

Another level that takes an unusual approach to the LDC's theme, the aerial paradise from a new poster offered a surprisingly interesting blend of numerous aspects that allowed it to clinch the win while earning plenty of positive feedback in the process. It remains one of the few levels that combine successful rocket Fludd use along with versatile gameplay, and it continues to attract praise while earning a respectful placing in the process. It is too bad that the creator was only around the forums for a month or so.

#10- Seasonease Galaxy by nin10mode

http://runouw.com/levels/viewlevel.php?id=43288

Ticket to Fame: The silver medalist of the 10th LDC (Space) ran by Runouw himself

Level Type: Winter, Spring, Exploration, Space

Most Memorable Part: The drastic environment change after entering the first door

Although it does carry with it some galaxy-based qualities, the primary focus is what separates it from other, more traditional space-faring levels from that contest. Revolving primarily around shifting the landscape between spring and winter while hunting for red coins makes for a surprisingly enjoyable hunt, and it is a general concept that proves itself to offer great possibilities in level making. One could argue that such transitions could have been executed better, but it is best to enjoy the level for what it is.

It is difficult to object to cute penguins and their casual commenting as well.

#9-A Leisurely Voyage by Aznchau4ever

http://runouw.com/forums/viewtopic.php? ... 10#p186455 (bottom level again please :p)

Ticket to Fame: Being the winner of the 6th LDC (Airship) and the streak breaker of legends winning LDCs (neither Krazy, Four or 24Murph have ever won an LDC again and only two people/teams since have won two LDCs).

Level Type: Airship, Story-driven

Most Memorable Moment: The Airship in full view either Pre-Ascent or Pre-Descent.

Levels like Aznchau's rarely come along. And I know I say that a lot, but this is the type of level that rarely comes along that rarely comes along. It's the type of level that is not only interactive in gameplay, but in graphics. Play through the level, especially the finishing scenes, and you'll see what I mean. Aznchau, in his long illustrious career as a forumer, reregisterer, gamer, anime watcher and artist, has only made a handful of levels, so when he pulled this win out of his bag of tricks, everyone fell on their asses in shock, especially considering the entrants. But (even though Buffooner placed higher on the list) it's very hard to argue with the idea that Aznchau deserved his win for what he accomplished in this humbly robust level.

You see, what Aznchau created was an atmosphere. A brilliant, evident and recognizable world of an airship, from walking into the cabin, from seeing the full airship in motion and to the alarm in the invasion, you are there. It isn't even necessarily under the stigma of being Mario-esque in some ways (which Chau never seemed to go for that much, seeing as he immediately leapt to the LL designer at its beta release.) It's just a leisurely voyage on an airship that goes awry. Very few people can think the way Chau does (and continues to do in LL.)

(fair warning, though, there is a complete bullet hell part that will piss you off, so feel free to cheat past it.)


#8-Ship Below by Buffooner

http://runouw.com/forums/viewtopic.php? ... 10#p186455 (second level this time :p)

Ticket to Fame: The bronze medalist of the 6th LDC (Airship) ran by Demonik

Level Type: Airship, Darkness, Exploration

Most Memorable Part: The first encounter with the suspended (frozen) underwater airship

Buffooner's overall style is quite memorable, and while this doesn't deviate from such a niche, it still remains as one of his best works. Another unique approach to a contest theme, it allows the player to explore what seems unnaturally suspended in animation while uprooting the true threat, which in turn requires navigation through quite a few unusual challenges in the process. The alternative ending and silver star hunting adds replay value on top of it, and the difficulty level keeps the player on their toes throughout it all. I'm genuinely surprised that it didn't rank higher than 3rd, really; it is hard to beat something that keeps you engaged while exuding such an ominous, forlorn feeling at the same time.


#7- Paradox Bridge by Volcove

http://runouw.com/forums/viewtopic.php? ... 58#p199795

Ticket to Fame: The far and away winner of the 9th LDC (using the second theme of "Bridge Over Troubled Water"), winning by 2.75 points.

Level Type: Spans multiple tilesets, focuses around a bridge and some Sci-Fi elements.

Most Memorable Moment: An epic plot twist that you can find by paying attention to detail.

Let's face facts. Using a theme of Runouw.com for an LDC was probably a bad idea, with only two or three decent entries for the theme coming out of the idea. In desperation, a second theme was added themed around bridges, being used only by Volcove. With that theme, his level became the far and away victor over a crowd of levels that had nothing on it, even the very sound entries that were its runners up. Rest assured, this level could easily have taken a very well deserved victory in any contest it was entered in (except this one but hey. , he's got another level in the top 5.)

It's an entirely original concept never thought of in levelkind before, which in and of itself makes it great, but the execution helps make it incredible. It revolves around a never ending bridge that loops around itself and cannot be broken... or can it? There is no attention to detail spared, and technically it is borderline flawless. The bridge goes all around the world, through snow and desert and grass and lava, and then... your events trigger what happens next. That's the unspoken brilliance of Paradox Bridge, and that's what makes it incredible.

#6-Level of Darkness by Mr_SaxMan

http://runouw.com/levels/viewlevel.php?id=32625 (not quite sure whether this is true or good trolling :p)

Ticket to Fame: Mr_SaxMan is one of the most watched innovators since he was brought to light from the portal in 2010. This is by far his most notable achievement.

Level Type: Factory, Darkness, Exploration

Most Memorable Moment: actually loading the ♥♥♥♥ thing! Being carried through the looming darkness on a platform.

Obtaining this level is like obtaining a dusty copy of a rare version of the first Legend of Zelda game. It's hard to find, and since it's so hard to load you have to jump through a few hoops to get it to work, but when it works you see a level taken beyond the boundaries of any level before it, even the other entries on this list. You see, if you can load this level, you will find the most glorious use of level transitions that has ever existed and that would not even begin to be comparable until NWorlds' Ghostly Cave, if even then.

To summarize without going into detail, SaxMan uses hundreds of transitions to create pitch black darkness in parts of the level. That's the big clincher, so I'll leave you to see if you can see it for yourself. There's a great, quirky story with it an an odd, unexpected ending that could easily have inspired future designer legend King. You can tell that this is a SaxMan level, a level from when he was an inspiration to those on the Portal (which is how he started.) And you can see its traces into 2011 designing as well, as the birth of a new generation. This is a showing of someone who was the first instances of many kids playing Super Mario 63 levels dropping their jaws and wanting to make levels like that. And even if it's hard to access, it's bloody brilliant.


#5-Shroomsday by Avolerators

http://runouw.com/forums/viewtopic.php? ... 20#p191326 (top level is the one you want for this :p)

Ticket to Fame: The runner up (by less than .1 of a point) of the 11th (2012) LDC

Level Type: Fire Field, Disaster, Platformer

Most Memorable Moment: Seeing the destruction in the beginning.

There are winners, and there are levels that basically won, ♥♥♥♥ what they said. With all respects to Killswitch, this level is almost universally revered as the better level of the two and the winner of the 11th LDC, and it's easy to see why. It's one of those basic-type levels that is just done so effortlessly and magnificently that it's hard not to revere it.

There's not much story, just Mario escaping 2012. Nor does there need to be. It's just a start-to-finish platformer that is just thought through, polished and sanded down to near perfection. These kind of levels are almost as rare as out of the box ideas, and they're entirely underrated to boot. When they're done right, it deserves just as much as respect as the huge concept levels do, and that's why it's here.


#4-Calamari Cove by Venexis

http://runouw.com/forums/viewtopic.php? ... 20#p190640 (it is there at the bottom :p)

Ticket to Fame: The most notable level in an already notable Epic Mario World series

Level Type: Beach, ruins, underwater

Most Memorable Part: The final boss / obstacle, and how utterly overwhelming it is

Size isn't everything, and while there are several other entries with smaller dimensions mixed into this list, Calamari Cove is one of the best of the smaller levels. Boasting an engaging puzzle system, a unique theme and a well designed boss / final obstacle (the last of which is clearly Venexis' trademark), it still serves as a reminder of what incredible potential can be wrought with a bit of ingenuity, creativity and patience. I'm personally still baffled at what was done with this, as well as how it breaks the mold of usual level design to go well beyond what most even dare to attempt.


#3 - Alignment of Fates by MessengerOfDreams & Venexis

http://runouw.com/forums/viewtopic.php? ... 20#p190640

Ticket to Fame: The winner of the 10th LDC (Space) ran by Runouw himself, not to mention the first winning collaboration

Level Type: Space, exploration, underground

Most Memorable Part: Cave worms!

Something's falling from the sky, and it is up to you to figure out what it is. It might sound like a typical space-faring threat (such as an asteroid) at first sight, but there is much more to it than what meets the eye. Spanning three sections between two collaborators and boasting impressive design, obstacles and story, it is easy to see why it went as far as it did. After all, it won the contest hosted by SM63's creator himself, and that says quite a lot, let alone all the other accomplishments behind such a level series. Make sure to give it a try; it won't disappoint you.

Oh, and did I mention the presence of cute underground worms? That should serve as more of a motivator, if anything.



#2-Explorer Guy and King Goombiard's Ancient Temple by Zebtrestalala

http://runouw.com/forums/viewtopic.php? ... 10#p187350 (bottom level again lol :p)

Ticket to Fame: Believe it or not, this level only came in fourth in the 7th LDC (Hidden Treasure), and even then tied for fourth with Worst_master. But the amazing contents in the level would be enough to give it a reputation past its initial (and even past his acclaimed 4th LDC entry, which was a bronze medalist.)

Level Type: Exploration, Temple, Ruins

Most Memorable Moment: The boss fight, a nod to Eyeroq that is beyond epic.

It's inarguable that Fourinone was probably an inspiring factor of this level, but this has a definite eloquent balance of everything that makes a legendary level. This is the kind of level that you just have to plan out on paper, start to finish, and then execute to near perfection and then sit back and make a toast to when you're done. And when you finish playing this, you'll get a feeling of the same accomplishment that Zeb must have had when he finished this level.

Just, wow. Everything is just too brilliant to have happened by accident. There's so much thought put into this level, into every bit of decoration and every platform. It brings in the perfect atmosphere and the perfect existence, and everything about it is authentic, Mario, and excellent. It's incredibly true to its intentions, with overt Indiana Jones spoof themes, where you follow Explorer Guy as he searches for treasure in an ancient king's temple (whilst Mario does all the work.) There's puzzles, traps, and exquisite basic platforming sections, not to mention a boss fight that is beyond incredible.

It takes awhile to beat, too, the better parts of a half hour. And it's certainly worth every minute. Loaded with great humor, fantastic gameplay, authentic graphics and a brilliant flow, King Goombiard's Temple, formerly the most underrated level of all time, now takes a place as the second best level of 2010.

And now, for a recap!

20. Blablob’s Tomb
19. Disaster Strikes by Killswitch
18. It’s a Garden by Buffooner
17. Doram’s Castle
16. Wiggler Fields by Worst_master
15. Lost Treasure by MICrophone
14. Airship Rescue by Yoshi Boo 118
13. Garden of Life by Volcove
12. The Empty Castle by Aznchau4ever
11. Nimbus Gardens by Cryokenetic
10. Seasonease Galaxy by Nin10mode
9. A Leisurely Voyage courtesy of Aznchau4ever
8. Ship Below by Buffooner
7. Paradox Bridge by Volcove
6. Level of Darkness by Mr_SaxMan
5. Shroomsday by Avolerators
4. Calamari Cove by Venexis
3. Alignment of Fates by MessengerOfDreams and Venexis
2. Explorer Guy and King Goombiard’s Ancient Temple by Zebtrestalala







#1-Temple of the Penguin God by Volcove

http://runouw.com/forums/viewtopic.php? ... 59#p199796 -- Part 1
http://runouw.com/forums/viewtopic.php? ... 60#p199797 -- Part 2

Ticket to Fame: The most contested second placer in existance, this masterpiece by Volcove was mistakenly announced as the 7th LDC (Hidden Treasure) winner until a score correction (by Volcove himself... sorry you had to do that Volc. But I’m pretty sure I goddamn made it up to you by now bro. xD)

Level Type: Exploration, Temple, Escape, Puzzle

Most Memorable Moment(s): That epic line when you get trapped to your death in the alternate ending, or the entire last ♥♥♥♥ level.

There are some levels, the very rare few that are revered because they simply are masterpieces. Tricks and glitches and technicalities can wait for a moment while we immerse ourselves in a hypnotic world created as if the designer himself were designing his own world. The detailing is exquisite and specific enough to make it nearly realistic (and yes we’re talking about a Mario game) and there’s a finesse put into it that lets you know that this level you’re playing is the brainchild of a designer who loves what he does. Needless to say, Temple of the Penguin God is the best of those levels to date.

This is a level that is an evident masterpiece. Anyone can play this level and they will know, and almost immediately agree that it is brilliance incarnate on a small popup window. The authentic graphics, the superb gameplay, the effortless loading times, the perfectly integrated tricks and custom elements, and the unbelievably remarkable second level. It's sublime, and could only come from a master like Volcove.

The level sounds deceptively simple, with you going into the Penguin God's ruined temple to gather some treasure. It's anything but. There are many fantastic ways to play this fantastic level, with hidden puzzles and different places to explore, and alternate endings to both levels. It's expansive and challenging without being easy to die in, so you don't have to restart a lot until the second level.

And that second level, oh holy damn, it's jaw-dropping. The most intense race to the finish you'll ever experience. Volcove uses blocks in an incredibly clever and intense finisher without the blocks actually being bosses or enemies. It's hard to explain, so play the five-room test for yourself and see. (it also has one of the most clever alternate endings ever.) Overall, it's easy to see the pure remarkable in this level, whether you're new or old to levels, no matter what your style is or your preference, you'll tip your hat here to Volcove and his incredible, professional levelmaking. Levels like this are the reason Volcove is the most revered designer of his day.



And thus concludes the Best Levels of 2010.

2010 was the sophomore year of the Super Mario 63 designer, but if you were to judge by the levels that came out this year, the level designing world was years ahead of its time. The works told stories, created expansive worlds, immersed you in gorgeous adventure and left you feeling invigorated and with memories to last a long time afterward. For the creators, these are projects that were works of passion, a test of their own skills, and a testament to the power one has to create that will not be forgotten, even after all the keyboards and wifi connections are dust in the wind.

Thank you for reading.
~MessengerOfDreams

The Best Levels of 2011

PostPosted: January 7th, 2012, 10:50 pm
by MessengerOfDreams
Welcome, everybody, to the “What is the Best Level of All Time” list of 2011, or WITBLO11. This was definitely an interesting year for 2011. A lot of energy was focused on contests, with an incredibly strong set of LDCs (14th, 15th, 16th, 18th) and standout entries even in the lesser occupied LDCs (12th, 13th, 17th). Couple that with the start of the LD Duels under management of NanTheDark and the breakout of the Tier List and of the WITBLO series itself, and you not only get good levels but people motivated to make their levels exceptional. And as with every year, there are some notable standouts, this year included.

Before we start, I'd like to, of course, thank the standout judges. Master1.0, Volcove and SMIC, names you already recognize well, have done excellent jobs as predicted, and helped end this season well before the prior one. On that note, however, I'd like to address the newest adage to the WITBLO rule book.

Levels to the 2012 list will be rounded up well up to the ending of whichever LDC occurs in January. This means that I won't spend time researching last minute, but break it apart during the year, as well as giving you up to half a year to edit. Here's a list of already approved levels for the 2012 list. I'll edit the 2012 post itself with more details

But, overall, today is about the good levels from 2011.

Let’s take a good look.

November 16, 2012 Update: As mentioned in the 2010 post, the 2011 list welcomes the addition of two former 2010 levels that, now that they have been time-checked, actually belong here. We will also see the removal of the controversial Koopa Yoshi's Timewarper, seeing as it being there had negative reaction and really, wasn't good enough to be justified as part of the list (unlike Worst_master's work in Wiggler Fields). In addition, towards the top, we are welcoming a new, 25th addition to the list in order to round the numbers out. Many items on the list will be set back to integrate the three new entrants in, so we apologize if your number has decreased by a margin of 1 to three.

HERE IS THE 2011 VAULT SO YOU CAN ALL PLAY THESE FANTASTIC LEVELS.
(the three new additions will have their levels url'd into the level itself.


#25-PlatformAWESOME by Mr_SaxMan

Ticket to Fame: It follows Freezeflame Galaxy as being one of the more contested disqualifications in LDC history, being DQ'd in the 14th (Pure Platformer) due to massive loading problems, but still being a viable WITBLO entry nonetheless.

Type: Platformer, multiple tilesets

Most Memorable Part: Surfacing from A Group of Clouds

While it still heavily suffers from the loading problems aforementioned, it's a fine level nonetheless, with a grandeur to it that is surprising considering the 14th LDC's restrictions. It mixes in traditional platformer with a large, open feel and interesting nontraditional ideas and gameplay. It's hard to access, but worth a play if you can, because there is no level like a SaxMan level.

#24-S Dimension by sm63creator

Ticket to Fame: Being the runner up in the 12th LDC (Alternate Dimension)

Type: Space, Alternate Dimension

Most Memorable Part: A clever plot twist towards the end of the level.

Largely overshadowed by Star king's winning entry, the runner up still has a lot going for it. It follows the same idea as Timewarper, placing you in five very well executed mini-levels to retrieve red coins and bring them back for a shine sprite, but with a much more original ending and final challenge. The gameplay, simple platformer type with a nice puzzle thrown in, is enjoyable and light, and the story, while not overbearing, is still a nice touch (even if it does follow a taboo of god-like self inserts rarely appreciated) and overall is a very nice play certainly not to be discounted.

#23-Edge of the Mush-Room by LordFalcon

Ticket to Fame: This was a wild card level selected by MoD himself, which had never been reviewed but was up on Youtube already, where it received some attention.

Type: Space, Machine

Most Memorable Part: The little successes of getting past a particularly tough part without moving the start point. Needless to say, these were rare but sweet moments for me.

While it's unfortunately incomplete, the work that LordFalcon had accomplished in one of his few levels were quite visionary to me. The design was incredibly unique and the platforming was the best kind of difficult there is- very hard but not unfairly so, making you think and time yourself perfectly so that you get it. He refers to this as a Kaizo-style level, and while that may be stretching it, this is definitely for the hardcore players but tantalizing enough for the less experienced to give it a try. It's certainly not for the faint of heart, though, but worth a play either way.

#22-Logical Forest by Republic

Ticket to Fame: Part of Republic’s acclaimed 3rd Anniversary series.

Level Type: Glitch Showcase

Most Memorable Moment: Walking on nothing.

Republic’s levels, while somewhat messy, are notable for being the second coming of the active and gleeful use of the hottest glitches of its moment similar to Worst_master. As such, he created Logical Forest, a place where he showed all of those glitches off at once for the sake of showcasing. Unlike other levels like Glitch Castle, Republic's level is notably better because it incorporates actual gameplay into the showoff. It’s fun gameplay too, with only a couple of rough spots, and incorporates an entertaining red coin hunt through upside down ponds, rooms made of nothing and trying not to fall through bridges while showing off the newest tile glitches. This is a testament to the style of Republic- he’s out and proud as far as the occasionally controversial world of glitching goes and he isn’t afraid to experiment with it.

#21-FUN Testing by King

http://www.runouw.com/forums/viewtopic. ... ng#p188945

Ticket to Fame: King's biggest Portal Level yet, reserved for the new Level Portal and one of the most attention-gaining ones in its history.

Type: Laboratory, Tutorial, Science, Puzzle, Secrets

Most Memorable Part: Slowly starting to see the sinister cracks within the mechanical level with every new playthrough.

A pretty easy-to-spot tribute to Portal and games like it, FUN Testing places you in a Fludd-Testing Laboratory where a malevolent AI system trains you in using the FLUDDs while trying to hide the more wicked side hidden within the lab. You could either play each mission, small or large, normally, or keep a sharp eye out the secrets within to find a world within this laboratory and a way to shut it down. It's a mammoth play that starts small and ends gargantuan, with long loading times not helped by a forced restart after every tutorial, but if you have the patience, FUN Testing will turn out to be an unforgettable experience.

#20-Great Tree by King

Ticket to Fame: King has amassed a following over the old Portal with a healthy set of unconventional levels. This is one of his more noted achievements.


Level Type: Exploration, Platformer, Tree

Most Memorable Moment: Cautiously walking along the branches of the giant tree.

We all have pipe dreams of very unusual level ideas that would be the next great thing, something never before done in levelkind. King, having been mostly disassociated with the forum during his tenure on the site, decided to do them on his own accord, but on a smaller scale that is more accessible with less grandeur. This is perhaps the picture perfect King level, taking a larger than life idea and bringing it to a humble size.

The idea is something never seen properly in level designing- a giant scalable tree- created in a breezy, simple and easy to enjoy platformer. The concept is pulled off effortlessly and has few bugs, and trades blowout epic moments for a smooth atmosphere and clever, mostly seamless construction. As most of King’s levels are, it’s a fun testament to both the possibilities of the level designer and the possibility that anyone can make levels like that.

#19-Wet Cave by Star king

viewtopic.php?f=15&t=34053&start=20#p191326 (ignore Avo's for now please :p)

Ticket to Fame: The only notable entry to come out of the failed Level Designer Tournament.

Level Type: Water, Cave

Most Memorable Part: You go down the pipe, and...

Sometimes great things come out of failure. Well, in StarK's case, a great thing came for him out of my big stinking failure known as the Level Designer Tournament.

StarK wasn't the well known lord of the designer everyone knew him as back then. He was getting there, though, and this ingenious concept level shows what talent he had in store. The premise is simple- the star is out of reach, so fill the cave with water and then grab it. How do you do that? Well, get to the end, fill it with water and come back.

It's better played than said. When you play it, you can see the brick-for-brick recreation of the first room. It's immaculate, perfect. It's what makes this level, such a simple level, such a remarkable technical achievement. Replaying the level from an entirely new perspective like that, it's just brilliant, and it's thinking like that which made StarK such a prodigy.

#18-Mushroom’s Edge by NanTheDark

Ticket to Fame: Placing 4th in the heated 14th LDC, the most attended LDC in history.

Level Type: Platformer, Exploration, City, Rooftops

Most Memorable Moment: A huge chasm leap into a construction area.

Taking easy influence from the game Mirror’s Edge, this parkour platformer is a fast-paced rush experience that flows easily and beautifully throughout a simple city setting, over cars and across rooftops, constructed so that you can take multiple paths through the city while ending up in the same place. It concludes in a grand finale a lot more exciting than the average platformer; in fact, with a realistic atmosphere, an impressive tribute and an energetic play, this is definitely above the average platformer in every way.

17-15 was done by Volcove.

#17-Blizzid Canyon by Nin10mode

Ticket to Fame: Being a noteworthy level from the failed Level Designer Tournament from a while back.

Level Type: Winter, Cave

Most Memorable Part: The bridges (broken and not) along with the darkened depths below.

This level is a bit of an oddball, for it is noteworthy for a different reason than what might initially come to mind. For a platformer, it doesn't offer anything out of the ordinary (although the difficulty ensures that you need to think out your maneuvers before jumping forth), and the length leaves more to be desired, especially due to the unpleasantly abrupt ending.

However, despite this, it is the graphical power of the level that makes it so beautiful and awe-inspiring. The environment is crafted incredibly well, and it truly exudes the chilling feeling that it is meant to give off. It is well detailed as a whole and makes great use of rocky pillars in particular in order to accentuate the overall terrain. While it weakens somewhat in the final cavern section (as the ice and cavern tiles tend to clash easily), it still remains a favorite for the trip it provides.

#16-Niveau Victorieux Galaxy by MessengerOfDreams

Ticket to Fame: The close winner of the very first Level Designer duel.

Level Type: Space, Exploration, Platformer

Most Memorable Part: The rather non-sequitur of a secret ending. Also the secret FLUDD.

MoD said that he would have preferred to enter this in the 14th (pure platformer) LDC over the other, less successfully entry, and it certainly has a similar feel as the successful Alignment of Fates level. Would it have done well there? Who knows?

The fact that it is simply a platformer and little else is a bit of a surprise coming from MoD, who usually focuses on immense storytelling, but that doesn't make it any less amusing. The simplicity of navigating different environments during your trip through the galaxy is quite enjoyable, even if it isn't as mind blowing or as noteworthy some of his other levels (including those within WITBLO11 itself). Be warned, however, of the presence of some glitchy behavior along with extreme difficulty spikes within the later sections of the level, both of which can get bothersome if you're not expecting them.


#15-Halloween Haunt by SuperMIC

Ticket to Fame: Winner of the Halloween '12 LDC, narrowly beating out the favorite for the contest (Volcove).

Level Type: Haunted, Red Coin Hunt

Most Memorable Part: Accidentally flushing yourself down the toilet. Yes, you can do that.

It is clear that the level is meant to be a tribute to Fourinone's Ethereal Mansion from the first Halloween contest, and the similar style of introduction clearly shows. The quest itself is primarily what separates it from its predecessor (aka excavating a giant, haunted pumpkin), and while it is rough around the edges, it is a trait that pretty much every level from the very short mini contest possesses, so it is easier to overlook because of this. The collection itself, while brief, still offers a variety of challenges, and even makes use of some nifty block monster tricks to spice things up all the move, and the experience ensures that you feel accomplished once you overcome it.


#14-Impossible Treasures by Doram

Ticket to Fame: Winning the 13th LDC (Beach)

Type: Beach, Puzzle, Sky, Maze

Most Memorable Moment: Leaping into the sky ocean

Although Doram’s small but sweet level was a surprise winner in the 13th LDC, that isn’t to say it’s not deserving of its win. It’s the smallest LDC winner in history but certainly packs a great play within it. Fixed around two small ‘impossible’ tasks, this level hearkens back to the early days with smooth, trick-free playing, good old fashioned mazework and clever ideas, this is a level that is easy and fun to play, lighthearted and wickedly clever at the same time, just as attributable to its creator as all Doram’s levels tend to be.

#13-Epic Mario World Bonus Level 1 by Venexis

viewtopic.php?f=24&t=9839#p91656 (you need the bottom level of that first post :p)

Ticket to fame: Being a part of the critical darling Epic Mario World… with Bosses series by Venexis

Level type: Bonus, Platformer

Most Memorable Part: Being chased down by a staircase as it forms from random moving blocks.

Arguably the most incredible item in the Super Mario 63 designer is the moving and rotating block. Venexis knows this more than anyone- he’s known for his legendary boss battles with baddies made entirely out of the blocks. Here, though, he proves his mastery of the craft by creating a simple platformer which uses one tileset only and the moving blocks that match it. Combining all the great tricks and ideas the blocks provide at their most basic form into one grand showcase level, Venexis shows how simple it is to create a platforming level unlike any other. Be prepared for an unusual, challenging and fantastic experience.

#12-Plastic Beach by Star king

Ticket to Fame: Placing 3rd in the 16th LDC (Musical Moods), often declared to be the most talented in LDC history

Type: Beach, Factory, Sky, Ship

Most Memorable Moment: Walking along the pirate ship decks and then diving through the skies.

In one of the most original tributes in level history, Star king took the 16th LDC’s theme and decided to make a level specifically done for its music (the Plastic Beach album by Gorillaz) which was different from almost every other entry in the contest. It’s easy to see and hear the album’s influences; regardless, this level creates an atmosphere that is shockingly memorable, using its graphics to create an unforgettable, breathtaking world that can never be quite replicated in another level. The platforming itself is nice and fun, but this is a level you can just be in and enjoy just by what it is, showing that the level and its atmosphere itself are just as important as the gameplay. This is a one-of-a-kind level, and the more of those around, the better.

#11-Goomba Valley by King

Ticket to Fame: Securing an unexpected first place finish in the heated 14th LDC, the most attended LDC in history.

Level Type: Grasslands, Platformer

Most Memorable Part: The descent through the clouds

Not everyone fully accepted the task of making a simple platformer without any excessive gimmicks, but there are a select few who not only took it to heart, but embraced such simplicity it to create something wondrous as a result, and it isn't surprising that King's level is the one came out on top, despite that the creator was relatively unknown back then.

The level itself features a wonderful, lovely grassland environment that is somewhat reminiscent of 24murph's style, and the smooth platforming itself ensures it remains fun while letting you enjoy just what you are exploring. This level, along with many others, exist as proof that a fun, aesthetically pleasing experience can easily beat out others that rely heavily on glitches and tricks to get the job done.

#10-Secrets of Earth and Sky by Master 1.0

Ticket to Fame: Earning the bronze medal in the 15th LDC (Earth and Sky)

Type: Castle, Grasslands, Space

Most Memorable Moment: Traversing the blue block maze in the castle’s basement, unlike any other.

If Logical Forest was the showcase of tile glitches and Dimension Infinity arguably the notable introduction, Master’s Secrets of Earth and Sky was the best example of using them cleanly as a part of the level, and that’s what is most notable about it. True to his style, it fits with his other levels as a story-driven level between the player and his best friend Murph as they make their way to the skies to fight the ultimate evil.

The adventure Master carves is a brilliant and enjoyable one, creating several puzzles and obstacles with passable bricks and other technical-based gameplay (block bosses, elevators, all that good shebang) that are mixed with good old fashioned platforming. It’s a well-rounded experience with good graphics, fun gameplay and surprisingly smooth playing for all the technical work done in the level, which rarely ever falters.

#9-Survivor by AwesomeJRFD and Star king

Ticket to Fame: Collaboration between two designers of equal fame and caliber that placed third in the 13th LDC (Beach).

Type: Beach, Jungle

Most Memorable Moment: The perfect storm of part two

AwesomeJRFD and Star king pull out all the stops in this collaborative entry, one of four collaborations ever to place in an LDC. Their styles, already quite similar, merge wonderfully here in this adventurous level. While it is technically incomplete the gameplay they provide is more than enough, sending you on a treasure hunt for the ages for the sake of the Star King and world-saving. (Unfortunately, there is no sign of the JRFD Lord; it is assumed that his death was what provoked the events of this level. :troll: )

You’re sent through black forests and sunny beaches, across oceans and through deadly storms to reclaim the Shine Sprites to stabilize the world. With an interesting story, well-executed gameplay and another successful atmosphere, this is a testament to the skill of both designers and showed that collaborating wasn’t only limited to the monopoly of MoD/Ven and could produce many great levels.

(#8 was written by SuperMIC, but I had to make some edits. Not to glorify myself, certainly, just continuity stuff.)

#8- A Roaming Celsius Luminary by MessengerOfDreams

viewtopic.php?f=22&t=34464&p=190281&#p190281

Ticket to Fame: Came in second place for the 17th LDC, tying with up-and-coming designers SMIC and ~MP3 Amplifier~.

Level Type: Galaxy, Snow & Ice, Story-driven

Most Memorable Moment: Saying goodbye to all of your penguin friends as you left the galaxy.

While it was uneven in sections and isn't as professionally done as it could have been, it nonetheless was a beautiful level. Driven by an interesting story of a squad of penguin scientists saving their icy world from melting from the inside out, it's set among a daringly icy backdrop and consists of what MoD calls "a sandbox of ideas I thought to try out because why not", this level entered the stream of LDers and pulled through, tying with a 16.08/20.


#7 - Journey to the Arctic by MP3Amplifier & SuperMIC

Ticket to Fame: One of the two silver medalists of the 17th LDC (Winter Wonderland) ran by Volcove, and also the 2nd highest placing collaboration as a whole

Level Type: Winter, Exploration, Multiple Tilesets

Most Memorable Part: The world exploration section as a whole

While the two makers on their own have each had varying amounts of success with their individual entries, they serve to make up for each others flaws by working together, and the result is quite spectacular. Even if it is a bit quirky and buggy in some areas, it is more than made up for by the upbeat nature, unique platforming challenges and an exquisite environment that focuses both on winter as well as world travel (something which hasn't been done to this extent before).
The sheer number of unique attributes make it difficult to summarize them all, so you are better off simply playing it for yourself. Even if it doesn't conform to everyone's styles, it is still something that will leave you with a smile on your face when you're done.

#6-Ghostly Cave by NWolf

Ticket to Fame: Attaining a large following even though it only placed 4th in the 16th LDC (Musical Moods).

Level Type: Cave, Haunted, Darkness

Most Memorable Part: The entwining web of shadows as a whole

There are many levels, noteworthy and not, that make use of disabled level transitions for the shadowed effect, but this level in particular introduces it in a more unique manner: shadow lights that create varying objects from coins and 1-ups to platforms whenever they intersect. This alone makes for a unique play experience, since navigating such webs is certainly something that is far less typical than usual. Combined with the very fitting environment to explore NWolf's usual bout of difficult, challenging platforming (which can be a mixed blessing depending on who you ask, but the harder stuff is in an alternate path), it is rather obvious why it is so well received as a whole. Even if it didn't earn a medal, it is certainly great enough to deserve a high placing this year.

#5-Stone Tower Temple by Volcove

Ticket to fame: The surprise winner of the 15th LDC (Earth and Sky)

Type: Temple, Switch, Garden, Sky

Most Memorable Moment: Traversing the gardens from the ground and then upside down, from platforms in the sky.

No one is as much of a hater of this level as Volcove himself, who created this in a bid to win 5th place (in order to be the first member with all medals 1st-6th) but ended up winning instead. However much he may repute and disown it, however, the public has been receptive to this incredibly clever level which makes further use of the ‘switch’ mechanic sometimes used in Volcove’s levels.

In this fun platformer, you are tasked with traversing a sturdy temple within grasslands which eventually leads you to the top, which transports you to a room that turns the whole world upside down. From there, you must traverse the whole temple all over again. A simple, stellar idea is executed flawlessly with Volcove’s attention to detail and his professional construction, making sure that there are no game-breaking bugs and glitches. Combine these with gorgeous graphics and clever, enjoyable platforming tricks common in his levels and you have a level that (sorry, Volcove) deserved its win and its place in the WITBLO11 top 5.

#4-Frost Glade (aka Ghostly Grove) by DarkBlaze

Ticket to Fame: The out-of-left-field winner of the 17th LDC (Winter)

Type: Forest, Snow

Most Memorable Moment: The whole level is just one big wow moment.

By far, the biggest surprise in 2011 was DarkBlaze’s victory in the 17th LDC. Even King had the advantage of being unknown (like Cryo) but DarkBlaze had only placed as high as fifth in the 16th LDC, so him beating competitors he had previously placed behind was one thing. The other shock, however, was how incredible the level itself was, and how it was designed unlike anything the site had quite seen.

The graphics are the immediate draw, sporting a subtle beauty that in and of itself can be oddly moving. It’s best to see for yourself the incredibly clever tiling, gorgeous item use and the fact that DarkBlaze is one of the few people who have successfully created a dense forest. It may lag a certain amount, but not to the extent that you’d expect it to.

Surprisingly, an element that makes it so memorable is the music choice, which doubles as a subtle tribute. The use of Donkey Kong Country 2 Soundtrack helps explain the design, which is very reminiscent of the games, and Forest Interlude helps bring an additional beauty and nostalgia to the level.

Of course, the gameplay is incredibly strong for a platformer level, providing a difficult challenge that is still easily attainable, with traditional, classic Mario vibes to go with the Rare atmosphere. What sets this apart from other classic, simplistic levels (such as Goomba Valley and Niveau Victorieux Galaxy) is the impeccable and innovative design, which goes a long way and inspires designers, and just makes for a lovely experience overall.

#3-Realm of the Heavens/Parallel Spires

Ticket to Fame: The two levels, placing 2nd in the 14th (Pure Platformer) and 16th (Musical Moods) LDCs, respectively, were created with each other in mind as a two level mini-series.

Type: Sky, Platformer, Castle

Most Memorable Moment: Trekking through the tricky floating mini-towers

Pulling off a level he hoped to win with, followed with a level true to his style done exactly how he wanted it, Volcove does some of his best work with these simplistic platformers sporting some of his best design, an exhilarating sky-high feel and some of the most intelligent platforming in the game, exactly what you’d expect from a Volcovian masterpiece.

Volcove takes all the platforming items and takes them far beyond what you’d think them capable of, with clever tricks you have to play to believe. It just goes to show you how simple it is to create mindblowing. The difficulty starts out high and barely lets up throughout the level, although it’s easy to manage when you get the hang of it. Volcove promotes his craft of his perfected “castle crush” which pits you against a moving block looking to crush you into the platforms ahead of you. It’s been done a few times by other people, but Volcove is truly the master of it.

His design aesthetic is simply sublime as well. The journey to Realm in the first level takes you through the clouds and into a subtle rainbow of steampunkesque floating castles and towers which eventually lead you up to the Parallel Spires, where he creates a stunning canvas of white and breathes life into it with clean, cleverly designed castles amid the ever-expansive clouds. When you work your way to the top of the towers, it’s a feeling of pure accomplishment of getting through two incredibly challenging, incredibly well pulled off levels by the master of levelmaking craft.

#2-Dimension Infinity by Star king

Ticket to Fame: Being the oft-referenced winner of the 12th LDC

Type: Space, Alternate Dimension, Castle

Most Memorable Moment: Shooting up from the trippy castle to the final expanse of the space challenge.

You may think that some look down on the glitch and high-tech level craft as overdone, but it is certainly respected, when it’s done right and not just as a half-executed grab for points. In levels like Dimension Infinity, a revolutionary miniseries that dominated the 12th LDC, it helps not only to create a fantastic level, but a whole world and a game in and of itself.

Dimension Infinity is aptly named- here, the possibilities are infinite, both within the world and within Star king’s designing. He plays by his own rules here, playing out the attachment to Mario games on a frail string, and yet it works. It’s so un-Miyamoto, but it works very well. The multiple glitches and tricks and ideas are used wisely throughout the level, creating an incredible, original play with only one weak spot to be found, a world that looks as ♥♥♥♥ as it sounds, but at the same time so cohesive and flawless. Whether it is in space, in Star king’s castle or anywhere else, Dimension Infinity is a majestic level by the Star king.

Ladies and gentlemen, here is your recap.

25-PlatformAWESOME by Mr_SaxMan
24-S Dimension by sm63creator
23-Edge of the Mush-Room by LordFalcon
22-Logical Forest by Republic
21-FUN Testing by King
20-The Great Tree by King
19-Mushroom’s Edge by NanTheDark
18-Wet Cave by Star king
17-Blizzid Canyon by Nin10mode
16-Niveau Victorieux Galaxy by MoD
15-A Halloween Haunt by SuperMIC
14-Impossible Treasures by Doram
13-Epic Mario World Bonus Level 1 by Venexis
12-Plastic Beach by Star king
11-Goomba Valley by King
10-Secrets of Earth and Sky by Master1.0
9-Survivor by AwesomeJRFD and Star king
8-Roaming Celsius Luminary by MessengerOfDreams
7-Journey to the Arctic by MP3 Amplifier and SuperMIC
6-Ghostly Cave by Nworlds
5-Stone Tower Temple by Volcove
4-Frost Glade by DarkBlaze
3-Realm of the Heavens and the Parallel Spires by Volcove
2-Dimension Infinity-Star king


And the winner is…













#1 - Destinations by MessengerOfDreams & Venexis

Ticket to Fame: Winner of the extremely talented & competitive 16th LDC (Musical Moods) by a mere 0.04 of a point (over Volcove, no less ), as well as the most successful collaboration to date

Level Type: Story-driven, Dream, Castle, Darkness

Most Memorable Part: The initial dreamscape as a whole (the platform message in particular), the nightmarish creature in a different dreamscape

Well, this certainly feels like deja vu. I announced this as the winner for that contest, and now I'm announcing it again for WITBLO12, and frankly, I'm still not surprised in the slightest.

I mean, where to start with this?

You can tell that both makers put their all into it, for each of their individual styles are quite evident, between MoD's for storytelling and Ven's creativity with block monster creation, along with everything inbetween. It breaks apart an absurd number of barriers in the process, achieving something that easily stands out from almost everything else, yet at the same time remains an enjoyable Mario platformer at its heart. Sure, it takes a rather dark, unsettling turn as a whole, but that is what makes it so tantalizing and mesmerizing to me. It is the sort of level and story that keeps you guessing what will happen next, and how it will all be resolved.

Additionally, for a contest that revolves around music, this certainly embraced that notion quite nicely, because the theme that was chosen fits the entire experience like a glove, and enhances pretty much every aspect of it like a glove. The aesthetics support this all the more, between the truly disconnected dream landscapes and the gorgeous, unique castles and towers that one soon comes to explore, and even the roughness and cutoff from a few areas still serve to add to the experience rather than detract.

Even if the sequencing could have been improved in areas, it is still the sort of level that will rope you in with ease, and quite frankly, you're missing out if you don't give this a try. Especially if you're fond of original stories, you certainly won't be disappointed. I know I wasn't.



Well, thanks Volcove. :)

Just so I can make the obvious abundantly clear, just because I happen to run the WITBLO series does not mean this was in any way fixed. :P I recall Volcove saying several times "Destination Wins. End of ♥♥♥♥ story." and getting the same from SMIC. My personal favorites were in the 3rd, 2nd and 4th slots, respectively.


2011 was yet another massive turning point for level designing. By now, people were more and more comfortable with their skills and more and more empowered to outdo their best and what was never done before. With mini-movies being made, record-breaking glitches being found and even the simple platformer becoming something much more, the trend is truly pointing upward in regards to skill and evolution of the Super Mario 63 Level Designer, where things that have never been done before become something much more attainable and possible. Considering the average designer is between 10 and 20 years old, and you are designing on par with game-makers themselves, feel very empowered, even if you're not on the list, because this generation is poised to do powerful things.

Thanks for the victory, but more importantly, thanks for another incredible year.

Humbly yours,
MessengerOfDreams.

The best levels of 2012

PostPosted: January 9th, 2012, 10:28 pm
by MessengerOfDreams
Okay, so here we go, everyone.

2012 was perhaps the best year for level designing since the pioneer year itself, and the afterglow it left still shines now in 2013. It polished techniques we learned in year past, yet opened up new avenues we couldn't have even imagined at the time. We've had the most attended LDC in history, one of the highest scoring entries of all time, the best top 5 average in any LDC ever which contained the best 2nd, 3rd and 4th placers of all time, and that's before even getting to one of the best years for independent designing on record. These 33 levels are not the only good levels from 2012, but they are the cream of the crop.

#33- Xero by Master1.0
Written by MP3 Amplifier

Ticket to Fame: Winning a spontaneous mini-LDC, the 25quared LDC (involving creating an entire level within 25x25 of space), Master re-created a less successful boss of his in a new light that impressed judges.

Level Type: Boss Fight, City, Space

Most Memorable Moment: If you zoom out you can see pretty much anything, so yeah, there's the scope of your moment.

Although this level was so tiny in its dimensions, due to the theme of the mini-LDC, there's no doubt it feels like it has a whole adventure ready to be travelled even in such a small space. This level is a great reminder also of how competitive this WITBLO event is; considering the high quality of it and how it is placed as the lowest.

While it may look the weakest entrant, do not underestimate it. Master has managed to create a wonderful atmosphere and silver star challenge in only a 25x25 sized level, and that is not easy to do. It is definitely worthy of a place in WITBLO12.

#32 Sandy Soil in the Skylands by DarkBlaze
Written by: MessengerOfDreams

Ticket to Fame: A surprise 5th place in the 18th LDC (Freestyle)

Type: Pure Platformer, Desert, Sky

Most Memorable Moment: Rising and falling through the patchwork clouds.

The fact that this level is at 32nd is a testament to the phenomenal crowd of levels made in 2012. There is nothing altogether wrong with this level other than divisive graphic schemes and a spot of lag. Overall, I find the sand-cloud graphics to be very inventive and unique, and DarkBlaze again taps into that excellent pure platformer skill he has harnessed through his career. A level that is certainly worth a play, damn the placement.

#31 Maya’s Temple by FRANCESCO
Written by: Yoshi Boo 118

Ticket to Fame: Standing out as a strong level within the portal.

Type: Jungle, Temple, Platformer

Most Memorable Moment: Getting past the deadly Fire Dragon.

While a fairly short level, Maya’s Temple takes the player on a ride throughout what wonders a Temple has to offer. The platforming is solid, and the aesthetics do not disappoint. On the way you will come to realize the enchantment this level has, and this is certainly a level that should be given more than a passing glance.

#30- Island Paradise Escape by DoramWritten by: MP3 Amplifier

Ticket to Fame: Doram's 6th placer in the 18th LDC has a higher score than two LDC winners (16.08 over 16 and 15.81), a fresh take on a relatively fresh concept (choose your own path levels) and was only one surprisingly low score away from gaining the silver medal.

Level Type: Beach, Cave, Factory, Valley, Sky

Most Memorable Moment: Ascending the valley walls or finding a secret path/ending.

Placing 6th may not make it seem such a great level, but that is certainly not the case here. This level has almost everything in it, as you can tell from the level type description. There are so many different paths to take and so many parts of the island to explore that you are likely to have a lot of trouble seeing all of it by playing through just once. The 1-up challenges were definitely a highlight, along with finding the other side of the cliff. Playing this level will guarantee you light-hearted fun with the puzzle-like yet simple atmosphere that Doram is able to create.

#29- Eternal Cave series - by Lordpat
Written by: Volkove

Ticket to Fame: Fourth place in the Chasm/Cave section of the 21st LDC

Level Type: Cave, Forest, Underwater, Ruins

Most Memorable Moment: Witnessing the first series of sprawling vegetation

When one thinks of caverns, forests aren't typically what come to mind, yet for the Eternal Cave series of levels, it works surprisingly well. Trees, shrubs and vines sprout and interconnect in countless ways within this cavernous complex, and it makes for a rather alluring trip. The platforming doesn't offer anything extraordinary or mind blowing, sure, but the experience of it all is more than enough, and this proves that you don't need fancy gimmicks or complicated mechanics to make a great level.


#28 Quicksand Cave by Zebtrestalala
Written by: SuperMIC

Ticket to Fame: A 4th place overall in the joint 21st LDC.

Level Type: Platformer

Most Memorable Moment: Using the quicksand to access new places.

A surprise comeback from the winner of one of the earliest LDCs takes is rightful place in WITBLO12. Zeb’s intuitive platforming style shines throughout this level, and his innovative challenges require you to think before leaping. As the prequel to King Goombiard’s Ancient Temple, this level does really well to set the scene, and who could forget about the humorous dialogue Zeb is well-known for?


#27- Sliverfall Cove/Marina Ruins by MessengerOfDreams
Written by: MP3 Amplifier

Ticket to Fame: Placing first in the 21st LDC theme of Chasm/Caves, which managed to pull it to second place overall between that and the Storytelling theme

Level Type: Cave, Chasm, Underwater, Ruins

Most Memorable Moment: Being able to see the colossal size of the level for the first time, e.g. entering the second transition of Sliverfall and the first transition of Marina

Even MoD himself will admit his specialities of level designing don't lie exactly within the platformer themes, however it is proven that even with a level aimed at simplicity, you can still have those wow moments. Both levels create very different atmospheres, but in both of them the player gets a sense of ambition and high achievement due to the size of it. Thankfully after the bugs were squashed, it gives these levels a much smoother experience, and definitely secures it a place in WITBLO12. It may not have placed very high, but it was a strong contender nonetheless, and not one that is likely to be forgotten easily.


#26 Yoshi Mania by blackyoshi
Written by: MessengerOfDreams

Ticket to Fame: 5th Place in the 20th LDC (All things Mario) with over 16 points.

Type: Jungle, Cave, Tribute

Most Memorable Moment: Traversing the grand scales of both levels.

While this Yoshi’s Island tribute wasn’t as dead-on as 20th LDC winner Buffooner’s, and was held down by lag and loading times, it is hard not to gaze in awe at the gargantuan form of both levels. They are simply gigantic, over the top and worth any patience they require. Blackyoshi pulls no punches in these impeccable, gorgeous tributes to one of the best Mario platformers of all time, and it shows in the dazzling design and elegant gameplay.

#25- Realm of Provodeum Part 1: Descent by SuYo1141

Ticket to Fame: After its portal release, SuYo had asked people to contribute to helping improve the level he had created and through this he gained a lot of good feedback and notoriety which has resulted in his level being entered for WITBLO this year

Level Type: Puzzle, Cave, Science, Story

Most Memorable Moment: Finding your way through/out of the second challenge

No doubt this level puts SuYo's level designing name into a very good view. This may be the kickstarter he needed for his career, and while his self esteem may not show it, the level itself explains why. It is innovative, fun and challenging. Not only that, but the challenges come in such a great variety that each room is something new- in other words, you never know what to expect! The pattern may seem repetitive, but really that is only due to the style of the level.

And that is why it is has had such good reviews. The input from other members may have helped it reach this position, but overall, this level is the perfect example to show you the wacky and scientific creations that SuYo has in store for us.


#24-Twin Towers by LordFalcon
Written by: Blackyoshi

Ticket to Fame: It's one of the most underrated levels on this list and deserves more attention.

Level Type: Tower

Most Memorable Part: Climbing up a great variety of constructions while collecting red coins

Even if It's quite short, the amount of detail for the graphical work and the fluent gameplay make this small level very enjoyable. The only flaw may be the lag issues which appear while playing.

It's worth to give it a shot and enjoy this little red coin hunt.

#23- Northern Temple (2012) by Volkove
Written by: MP3 Amplifier

Ticket to Fame: It was praised and recognised on the portal for being a much better remade version of the original Northern Temple, that placed third in the very first LDC on the freeforums

Level Type: Temple, Hot & Cold, Penguin

Most Memorable Moment: Breaking through the ice and landing into the centre of the temple

It is clear by now that remaking this level was one of the best decisions of the year. Not only did it bring the original to life and gain Volkove some notoriety of his earlier levels, it also provided the level designing community with another difficult yet engaging play. He is truly the king of fun, exciting levels and really knows how to keep the player on their feet.

What this level is also a great example of is allowing you to think outside the box, but he doesn't use this skill in an awkward or uncomfortable way. The challenges vary in all the best ways and that is why this is a good competitor for WITBLO12.

#22 Beyond by Volkove
Written by: MessengerOfDreams

Ticket to Fame: While it was beaten by Amp's Tearing Paper, the innovation behind this level made it a crowd favorite.

Type: Space, Puzzle

Most Memorable Moment: The first time you flip upside down.

Rotating Rooms is an idea that has been toyed with recently in SM63, but I don't think it was done any better than Beyond by Volkove. He takes the idea and he executes it in flawless Volkove style. It's a simple puzzle level, but it's endlessly entertaining because of how well it's done. It's not over the top, it's not confusing and it's easy to follow, which is a godsend with off the wall concepts like these. Beyond is proof that Volkove isn't out of tricks yet, and won't be for a long while.

#21 The Escapists by MessengerOfDreams
Written by: Yoshi Boo 118

Ticket to Fame: A great matchup against the duel between MoD and Volcove.

Type: Story, Adventure

Most Memorable Moment: Leaving safety and getting past the security system.

This two part level is a prime example of how well a story can become integrated into a SM63 level. Indeed, something as realistic as a war story that separates lovers can create such serious undertones within the world of such a normally lighthearted game. Coupled with some alternate music that creates the perfect atmosphere for this type of adventure, along with the well-designed locations within the levels, The Escapists is certainly something that will provide entertainment for both gamers and readers alike.


#20 Deserted Hell by Blackyoshi

Written by: MessengerOfDreams

Ticket to Fame: Blackyoshi’s spontaneous portal presence throughout 2012

Type: Desert, Temple, Pure Platformer

Most Memorable Moment: The greed test

Blackyoshi has been one of 2012’s biggest surprises and innovators. Showing up out of the blue with incredible work, it’s easy to say that there has been no bigger asset to the level designing portal than he. Deserted Hell is a perfect summary of why his work was so appreciated. Combining great graphics, inventive glitches and trickery and simple-yet-complex gameplay, blackyoshi shows that sometimes you can keep it simple while still pulling off some crazy stunts, and his style became very influential very fast.

#19 The Trials of the Mysterious Citadel (Tutorial through Level 2) by Triple J

Written by: MessengerOfDreams

Ticket to Fame: Triple J is embarking on the biggest level series of all time, planning around 70 levels for TTotMC. Naturally, this is gaining a following.

Type: Series, Hub World, Platformer

Most Memorable Moment: Stepping foot in the hub world of the Citadel

Even as the SM63 revival dies down, some people still feel a need to go big. Triple J is one of those people. Planning a sheer monolith of a level series is a risky feat, and would usually imply subpar material being released. However, if the first few levels of his series are any sign of the future, it looks like TTotMC is going to be one for the history books.

Already, Triple J is showing a very unique, signature aesthetic in his design, and his levels themselves are nothing to scoff at. Combining classic Mario platforming with new tricks, elements and surprises, TTotMC aims and succeeds at becoming a game within a game. Very few people can make engaging and fun tutorial levels, but Triple J succeeds, and his first levels of official gameplay are above par as well. Hopefully Triple J can keep up the great work in this gargantuan project, because the full TTotMC could stand tall as one of the all-time greatest legends of SM63.

#18- Asphodel Temple by Star king

Written by: Mp3 Amplifier

Ticket to Fame: Being highly praised although only placing 5th in the 22nd LDC, theme being Fire

Level Type: Puzzle, Temple, Fire

Most Memorable Moment: Lighting up the temple at the very beginning of the level

Star is widely known as being one of the fresh, modern level designers and making the most addictive platformer levels. While Asphodel did not place greatly in the LDC and did get very mixed opinions, it is arguable that the reason it wasn't as popular as his usual platformers was because it consisted of a puzzle atmosphere and difficulty that we had never encountered before from his levels. But perhaps that is what makes this level so unique- because it was out of the norm, it took longer to appreciate it so well.

The way it is laid out for the player and the challenges they must face gradually get harder over time. Therefore subconsciously the level prepares us for the very final tricky stage, and while it is a puzzle no doubt, it maintains an excellent fluency of gameplay throughout. I think it belongs well here.

#17 BrawlerEX’s You Can’t Escape Death
Written by: SuperMIC

Ticket to Fame: A surprise 2nd place in the 19th LDC.

Level Type: Platformer

Most Memorable Moment: Navigating the caves then plunging into the river.

This is personally my favourite level from Brawler. His true “je ne sais quoi” style clearly shines in this masterful recreation of Super Paper Mario Wii’s Underwhere, including a completely unique castle stage. Throughout the level, you are faced with great, flowing gameplay and platforming that not only requires you to have precise fingers; however you have to think before you take your next step. This level has not only deserved its 2nd placing in the LDC, it also deserves its high placement in WITBLO12.


#16- Infernal Tower by KABOOM
Written by: MP3 Amplifier

Ticket to Fame: Winning third place in the 22nd LDC, theme being Fire, and getting third in Runouw Votes Winter 2012/13 for the best level of the season

Level Type: Tower, Flames, Platformer

Most Memorable Moment: Entering the tower for the first time and working your way through the variety of obstacles

Until the 22nd LDC, level designer Kaboom kept his talents well hidden. However this simply fun tower platformer is the best example of his recent achievements. Yes, the challenges are repetitive, and yes they are simple, but that's what makes it so fun to play. Unlike many other LDC entrants nowadays, this doesn't aim for the wow moments and the complex innovative gameplay. Instead, it aims for simplicity and it aims for fast yet enjoyable obstacles. This may not be the stand out level & boss of the season, but there is no doubt it provides a wonderfully good fun time.


#15 Big Boo's Rainbow Road by Nwolf
Written by: MessengerOfDreams

Ticket to Fame: Fourth place in the 20th LDC (All Things Mario), which has the highest-scoring top 4 of all time. BBRR is the highest placing 4th place level of all time, with its 16.83 score higher than nearly ten LDC winners.

Type: Space, Ghost, Platformer, Replica

Most Memorable Moment: Shooting off to Rainbow Road from the replica of SM64’s Big Boo’s Haunt.

It is incredibly hard to nail a good 2D replica of a 3D level, but Nwolf manages it very well, using tight spaces to recreate the floor plan of Big Boo’s Haunt, complete with a Mad Piano made out of 84 tiny moving blocks. However, this level is only the teaser of what’s to come, as you launch into a replica of classic Mario Kart track Rainbow Road, one of the single most ingenious platforming segments and classic Mario reinterpretations ever seen in SM63. Not only does it look incredible and authentic, it’s great fun to hop along the road, over space rocks and through low gravity segments. This level earns its place as the best 4th placing level of all time, and who better to cement it as such than perpetual fourth placer Nwolf?


#14- Underwhere by blackyoshi

Ticket to Fame: Winner of the Fire-themed 22nd LDC

Level Type: Hell, Labyrinth

Most Memorable Moment: Rescuing the shade

The win from this contest was the source of a fair amount of controversy, but regardless of whether or not you agree with its placement, the level is a great play regardless, and I can see why it won. The environment is laid out very well, appropriately giving off the vibe of a decrepit, hellish prison that isn't easy to replicate. The platforming is spot on as well, for it is fluid, interesting and enjoyable; it serves as a great challenge without being frustrating, which isn't something that is often achieved. I rarely say this, but I'm a bit disappointed that it isn't longer than it is.


#13 The Blind Experiment by ~MP3 Amplifier~
Written by: Yoshi Boo 118

Ticket to Fame: 1st place in the Storytelling part of the 21st LDC.

Type: Story, Platformer

Most Memorable Moment: The discovery of what truly happens within the darkness.

Another level that intertwines story with gameplay so well. Told in a Sherlock story, the mystery and dialogue will keep you intrigued as you explore the vast landscapes. Areas constantly change and transition well in accordance with the story and without one of the elements, this level-story combination simply does not feel complete. The music also works well in setting the mood.


...this next one hurts me for being so low...

#12- MMMMMMM by Yoshi Boo 118
Written by: MessengerOfDreams

Ticket to Fame: Fourth place in the intensely heated 18th LDC

Level Type: Puzzle

Most Memorable Moment: Descending down the colorful block chasm and into the most intricate SM63 puzzle on record.

Personally, MMMMMMM was my pick for number 1 in WITBLO12, and I still stand by it. Very few levels are as unique, as intricate, or as masterfully done as MMMMMMM. It’s a level that requires multiple plays to really appreciate the essence of.

MMMMMMM is a tribute to indie game VVVVVVV, but still stands powerfully on its own. With a light yet strong story and some amazing gameplay both in puzzle and platformer, Yoshi Boo draws you into a unique atmosphere that starts out cryptic and mysterious and keeps ramping it up until the heart-pounding final levels. His mix of ingenuity, intricacy, uniqueness, and excellent knowhow of gameplay pays off in this stunning achievement. I stand by it as one of the best LDing achievements, and as time will prove, one of the most underrated.


#11 Temple of Heart by SuperMIC
Written by: Yoshi Boo 118

Ticket to Fame: A level that greatly improved itself since its first appearance in the 15th LDC.

Type: Platformer

Most Memorable Moment: Defeating the well-crafted block boss at the end.

This small series is sure to astound, especially since it has been greatly fixed. The platforming doesn’t get stale, and there’s a good variety in its graphics, which are pleasing to the eye. The 3rd part is what really stands out as a boss fight with multiple stages ensues. This truly shows how time and effort can improve a level from its original appearance.

#10- Shyguy's Island by Buffooner
Written by: Mp3 Amplifier

Ticket to fame: Another 20th LDC level notable for being a near dead replica for a Yoshi's Island level, taking advantage of the YI graphics used in SM63 while sneaking in homemade elements that also throwback to the 90s platformer.

Level Type: Pure Platformer, Tribute, Jungle, Cave

Most Memorable Moment: The overall graphical work is generally unforgettable

Like the description rightly says, this level is incredibly accurate compared to the real Yoshi's Island level that this was based off. The coin formation, the gameplay and the locations create a very nostalgic feel to Mario fans, and the whole structure of the level is replicated fantastically.

The level goes up, down, left, right in all directions; sending the player everywhere around the island. It makes this entrant a one of a kind, and that is surely going to shine with most people.


#9 An Act of Antichesm by MP3 Amplifier
Written by: MessengerOfDreams

Ticket to Fame: A far-and-away victory in the 19th LDC (Death), with 17.25 points.

Type: Factory, Story

Most Memorable Moment: Entering this bizarre, macabre factory.

An Act of Antichesm is a hard level to describe, and even harder to sell. MP3 pulls us into a world of the macabre and unusual, with little basis in reality. Antichesm is a trip into a bizarre, unnerving factory that toys with death, theft, souls and the process of combining the three. It’s worth a play just for the sheer insanity of it all, and for the fact that the level is simply amazing. With one of the most original, iconic design schemes in SM63 history and some simply fabulous gameplay, Antichesm is lifted above its marvelous story into a magnificent, if not divisive, achievement in LDing history. There had never been a level like Antichesm before, and until Amp would design again, showing us the bigger and better visions she had in her magnificent mind, there never would be.


#8 Fort Omniquet by nin10mode
Written by: MessengerOfDreams

Ticket to Fame: Tied Third Place in the 18th LDC (Freestyle), gaining a score of 18.5(sic) from one judge.

Type: Castle, Puzzle

Most Memorable Moment: The final puzzle room

Omniquet is a puzzle level that is simultaneously very tricky yet accessible to both novices and experts, providing a challenge that requires quick thinking and ingenuity. The gameplay is simple, yet incredibly fun and very hard to fault. It’s also one of the few puzzle levels to hold up on a replay, since it requires just as much deft platforming as it does puzzle solving. Coupled with a brilliant design scheme, Fort Omniquet is one level that never gets old.


#7- Savage Labyrinth by Volkove
Written by: MP3 Amplifier

Ticket to Fame: Second place in the intensely heated 18th LDC, theme being Freestyle

Level Type: Puzzle, Labyrinth

Most Memorable Moment: Successfully collecting your first silver star from the hard course

This is admittedly one of Volkove's entries that was created in the hope of gaining his 5th place ribbon. Even if it wasn't supposed to be, the extreme detail and innovation of the gameplay never fails to please in his levels, and this one is certainly not an exception. Each course you take throughout the series is filled with an exciting atmosphere and overall the experimentation of the items used is remarkable, which is why his series stands so high in this event.


#6 Super Mario Adventure: Mirror Island by Star king and MP3 Amplifier
Written by: MessengerOfDreams

Ticket to Fame: 3rd Place in the 20th LDC (All Things Mario), getting the highest ever 3rd Place with 17.35 points (high enough to score in the top 15 LDC entrants of all time.)

Type: Level Series, Desert, Underwater, Grass, Mountain, Volcano, Castle

Most Memorable Moment: It’s hard to point out one singular moment, as the series is full of them, but the bosses in particular are very dazzling.

One of the most magnificent level series in SM63 history, Mirror Island is what people talk about when they talk about tributes and Mario. A whole new series with a whole new villain, Mirror Island manages to mix tributes and callbacks with original and new schematics. Bringing back everything from Snake Platforms to classic bosses, and many new elements to add, SMA: Mirror Island doesn’t let up for a moment. Combine that with impeccable graphics, unique puzzles and the simple magnificent achievement of it all (more than five full-length bosses!), and it’s hard not to be amazed.

#5 Timpani and Blumiere: The Untold Story by SuperMIC
Written by MessengerOfDreams

Ticket to Fame: A very, very narrow 2nd place in the 20th LDC (All Things Mario), falling behind Buffooner by just .6 points (only one judge’s quarter point would have made the difference.) Regardless, it is still the 8th Highest Scoring Level in LDC history, gaining 17.63 points.

Type: Story, Lake, Grass, Castle

Most Memorable Moment: The trial by fire in the very beginning of the first level as Blumiere transforms into Mario.

As time goes by, it becomes easier to incorporate stories into levels. However, it is still very difficult to make the level fun while still telling an amazing story. As a veteran of such designing, I tip my fedora to SuperMIC for creating one of the best story-based series of all time.

The Untold Story serves as a prequel to Super Paper Mario, focusing around the memorable romance within the center of the game. Romance is a very tricky subject to pull off in a SM63 level, and perhaps the only one who has ever pulled it off with the utmost success is in fact the man who designed this series.

The gameplay matches up the big talk, with awe-inspiring puzzles, tribute bosses, classic platforming and plenty of secrets around to keep one on their toes following the twists and turns of the story. Graphically, it is a master achievement, with some truly remarkable set pieces all throughout the series. And of course, the story itself is masterfully done, but you could expect no less from a guy who’s won a Runouw Votes or two for his writing.

The Untold Story has earned its way into the top 5 as one of the best examples of storytelling in a level. If you want to learn how to perfectly balance the two, this is who you want to learn from.






Prepare your torches.

#4- Dragon Valley - by Star king
Written by: "♥♥♥♥" Volcove

Ticket to Fame: The widely acclaimed second level in his Super Mario Countdown series

Level Type: Exotic, City, Pure Platformer, Speedrun

Most Memorable Moment: Witnessing all the large-scale Chinese settlements

I was skeptical when I first went through this, despite all the hype, but I was pleasantly surprised by what it turned out to be. True to its name and description, it offers something rather unique, and probably stands at the best pure platformer of this year. The atmosphere is splendid, the structures are very authentic and original, and it plays very well on top of it all. Even the background theme reinforces both the theme and the speed involved. Although there are a few hiccups in the platforming in a few areas, it is easy to get back on track, and it makes great use of the turbo Fludd as well, something which few levels achieve. The multiple pathways and different, despite remaining linear at its essence, adds extra flavor to the experience overall, and it is definitely worth playing more than once.

(MoDNote: I want to add that, again, this was the debate winner with the top 3 being satisfied beforehand, and I don't recall the last independent level to ever garner such hype. This is definitely an all-star level.)








#3 Tearing Paper by MP3 Amplifier
Written by: Blackyoshi

Ticket to Fame: Gaining some hype before the release; won the duel against Volcove; can get found in several subforums on the site.

Level Type: Story-driven, Dream, City

Most Memorable Part: The flying cap challenge in China's Dream Pt1 when you fly through the city.

It's one of those very few level series you need to take your time while playing. Of course there are enough reasons to do so. Examples for this would be the awesome graphical work which deserves to get noticed. May it be some well thought out patterns, a whale watching you beneath your feet or simply the amount of decoration and colours overall. The story, one of the best I've read through a level series, fitted perfect with the dream like atmosphere you can simply feel while playing. If spending enough time into reading all those signs and trying to understand the whole scenes, one can feel a great variety of emotions while playing.

While the gameplay in the first level of the series could have been a bit better, the other three levels had nearly flawless and surprisingly creative platforming elements in common. It's been a great challenge to get past those obstacles and gave a quite satisfying feel once you've passed another transition. The smaller loading time issues could nearly get ignored most of the time because the whole experience was worth the waiting time. Also the music choice added to the unique feel this level series provides.














Well, this is it. This is the deciding moment. Either Volcove or I are going to win the best level of 2012. It's funny, his level was made in a duel against me, and mine beat out his for the 18th LDC. They're both considered our best work, and I'm glad to see them both up here as the top 2. So which one's going to win?



















...god, running WITBLO12 is boring, yet incriminating.



#2 Into the Depths by Volkove
Written by: MessengerOfDreams

#2 Into the Depths by Volcove

Ticket to Fame: Winning a much-hyped duel between himself and MessengerOfDreams, scoring over 18 points in the process and being lauded as the best work of a master class designer.

Type: Sewer, Pipe

Most Memorable Moment: The encounter with the first custom-made block entry.

Volcove has topped the tier list for over a year, with no one able to match him. He has been the pinnacle of the game for the longest time, hitting a revival after topping WITBLO10 when it was separated from the original WITBLOAT and scoring an accidental 1st Place in the 15th LDC. He hasn’t stopped since, scoring very high with LDC entrants he doesn’t even have to try very hard with. During his valiant efforts to complete his full house of medals by scoring a 5th place ribbon (which he did in the 19th LDC), people have desired to see Volcove once again at his A-Game.

And boy, did he deliver.

Into the Depths throws everything you know about Mario and SM63 out the window and starts anew. With an utterly original design scheme, Volcove introduces a whole new way of designing that can never be replicated. Typical Mario enemies are scattered lightly around unique block-based enemies, intricate Touhou-inspired bullet hellions, and many ingenious water puzzles laced together with finesse and marvelous technique, creating one of the most flawless levels ever created.

The boss in particular demands reverence. A three-tiered masterpiece, the Parasite Queen troubling the depths is a boss that has caught the LDing world off guard, combining excellent construction with dynamic showmanship and magnificent gameplay. It is a unique masterpiece that can never quite be replicated, its influence affecting levels from its inception even to this day.

We have always known Volcove was at the top of the tiers for a reason. We know he is capable of greatness, but with Into the Depths he has shown that he hasn’t mellowed out yet. ITD is a balls-to-the-wall, one-of-a-kind, impeccable masterpiece that feels like none before it yet still bears a style easily linked to the legend of its creator.









So, we know how it ends, don't we? I always find it awkward to announce my own victory, but I don't need to talk. Volkove knows exactly how to make me cry, apparently.



#1 Dark by MessengerOfDreams
Written by: Volkove, damn you...

Ticket to Fame: The distant winner of the extremely competitive 18th LDC, theme being Freestyle

Level Type: Story, Dream, Darkness, Fortress, Bullet-heavy

Most Memorable Moment: Probably the final journey / finale

There's quite a lot of deja vu with this announcement, I must say. Where to begin with this?

I suppose the story is a good place to start. Such a style of level designing is usually viewed skeptically at best, and for good reason. However, this one proves not only to be the exception to the rule, but to go well beyond what anyone could have expected in an already heated contest. Without going into too much detail, it is powerful, heartfelt, philosophical and inspiration with its overall message. The storytelling itself is well paced and properly structured, scattered throughout the level at different intervals, yet never being intrusive or a burden. Meanwhile, the actual content is superbly crafted, expertly written and, most of all, actually believable (something most story levels fail to achieve). The chosen soundtrack further emphasizes this, imbuing further life with the right feel to resonate with one's undertakings.

The ending in particular is breathtaking, for it offers an ending that isn't so easy to foresee or predict. Without spoiling the final outcome too much, it catches you off guard in a good way, ensuring that the finale has the greatest impact of all, regardless of how you choose to end it. It is quite monumental, yet touching, no matter how you go about it.

The gameplay is great as well, offering a surprisingly interesting platforming experience and a good variety of challenges and obstacles to overcome. It isn't flawless, of course, for it can often become too chaotic and/or laggy at times, but even that feels like it has an intended purpose / meaning for what one's objectives are. In addition, the overall boss offers something unusual in its design, and despite the simplicity, it plays out better than one might have expected from a first glance. The level overall, from a gameplay perspective, is full of unexpected surprises.

It has single handedly sparked a wave of other story-oriented series and projects, and has a clear backing / fanbase to back it up, and it is the sort of legendary handiwork that will likely remain relevant for a long time to come. You would have to go through it to truly understand its impact, and it is not something that you would soon forget.

So, here's the final list.


33# Xero- Done by Amp
32- Sandy Soil in the Skylands- Done by MoD
31- MAYA Temple- Done by YB118
30- Paradise Escape- Done by Amp
29- Eternal Caves- Done by Volkove
28- Quicksand Cave- Done by SuperMIC
27- Sliverfall Cove- Done by Amp
26- Yoshi Mania- Done by MoD
25- Realm of Provodeum- Done by Amp
24- Twin Towers- Done by KT
23- Northern Temple- Done by Amp
22- Beyond- Done by MoD
21- The Escapists- Done by YB118
20- Deserted Hell- Done by MoD
19- TTOMTC- Done by MoD
18- Asphodel- Done by Amp
17- You Can't Escape Death- Done by SuperMIC
16- Infernal Tower- Done By Amp
15- Big Boo's Rainbow Road- Done my MoD
14- Underwhere- Done by Volkove.
13- The Blind Experiment- Done by YB118
12- MMMMMMM- Done by MoD
11- Temple of Heart- Done by YB118
10- Shyguy Island- Done by Amp
9- An Act of Antichesm- Done by MoD
8- Omniquet- Done by MoD
7- Savage Labyrinth- Done by Amp
6- Mirror Island- Done by MoD
5- Timpani and Blumiere- Done by MoD
4- Dragon Valley- Done by Volkove
3- Tearing Paper- Done by KT
2- Into The Depths- Done by MoD
1. Dark- Done by Volkove

Well. Another year, another winner, another step forward. It seems every year, we seem to progress further before, but what I think the most shining quality I've seen this year is people truly owning their styles. This was a year of fearless designs. They were saying that 2012 was the year the world ends, so maybe that was it. Maybe it was the dooming apocalypse, maybe it was the growth of Last Legacy that threatened to make 2012 the last legacy of Super Mario 63. Regardless, I have never been prouder of my fellow designers. I feel like Tim Gunn in the midst of all stars.

Winning feels improbable, impossible ans amazing.

Much love,
MessengerOfDreams

The Best Levels of 2013!

PostPosted: January 10th, 2012, 10:17 pm
by ~MP3 Amplifier~
'Sup, everyone. :D

This is MP3 Amplifier, reporting in for WITBLO duty.
To see the original post that MoD made to announce WITBLO13, click here.

I'm here to give my own small introduction though. While this year may not be as full as the recent WITBLO11 and the even more recent WITBLO12, that in no way means the levels entered for this year are of lower quality. Oh no. In fact, this year may have been even more interesting due to the fact we had so little levels, and yet the quality of some of them is just friggin' amazing. But you'll see more of that below. I'd personally like to view this year as a transition year, between the fully-formed legends who owned WITBLO12 and the newer designers of WITBLO14, after all there are so many newer designers who are starting to work their way up the tiers and competitions to find themselves at the top of the game.

Anyways, enough rambling, here is the list:
(and links to each of the levels, click here now :P )






#20- Bullet Hell II by Volkove
(Written by: MessengerOfDreams)

Ticket to Fame: The winner of the 2nd 25quared LDC

Type: Bullet Hell

Most Memorable Moment: Seeing some of the advanced bullet formations shoot out

After the first incarnation of a bullet hell in the 1st 25quared LDC failed to take a medal, Volkove upped his game with the second version and snagged the win away from some very stiff competition. For those who can last the while, it’s a harrowing yet entertaining endurance challenge, causing one to be quick on their feet, to adapt to the custom settings the editing forces upon Mario’s character, to marvel and dodge intense bullet arrangements, and more often than not, restart the level many, many times. Regardless, it’s a marvelous little trinket that transcends its 625 squares worth of limitations.



#19- Bowser's Icy Stronghold by Doram
(Written by: Yurimaster)

Ticket to Fame: Placing 3rd in the 25th LDC

Type: Maze, Ice, Fire, Castle

Most Memorable Moment: The first transitions where the castle's interior is covered by snow.

Bowser's Icy Stronghold, while not filled with innovation, is a rather fun simple platforming, with sections of puzzle, and other kinds of gameplay. It is one of the few levels with huge contrasts of gameplay and graphics betwen sections, and surprisingly, one of the few where said contrast works properly. It's a really good level for both platforming and puzzle lovers, that will certantly entertain the players who like challenges.



#18- SMS: The Ruined Temple by GMDragon11
(Written by: MessengerOfDreams)

Ticket to Fame: A portal hit that was a reimagining of an 18th LDC entrant from last year

Type: Temple, Sky

Most Memorable Moment: Maneuvering Mario through the vine-ridden open temple towards the top of the level

Finally unlocking his untapped potential, GMDragon hits a home run with this short yet sweet level. Part of his Super Mario Storyline series, GMDragon recreates a level very similar to his 18th LDC entrant, using some long-developed skill to create an elegant, smooth level throughout an unconventional yet flawless setting. The gameplay itself is a less-than-linear, yet very clean and well-done platformer with minimal bugs or flaws. Multiple paths to the same place can be taken, allowing for small tweaks on the level throughout every playthrough. The big eyecatcher is the graphics, as they weave through a golden temple in the sky overrun by vines and wildlife. Not needing a story or fancy tricks, the level still succeeds as a simple yet interesting platformer.



#17- Freezeflame Fortress by 1018peter
(Written by: MessengerOfDreams)

Ticket to Fame: Sixth place in the 25th Level Designer Contest (Fire/Ice, Desert Oasis, Bowser’s New Castle)

Type: Castle, Ice, Fire Field

Most Memorable Moment: Entering the ice chamber with six different possible rooms, emphasized by giant block numbers.

Every WITBLO seems to have at least one magnificent, innovative level weighed down by a litany of glitches and trouble spots. This year, that spot goes to Freezeflame Fortress. The elephant in the room is that there are more than a few bugs that kept it from placing higher in the LDC and in WITBLO, mainly in the fire section, and some find some of the segments incredibly frustrating. Regardless, 1018peter has some of the most innovative gameplay seen in ages tucked away here. He takes a lot of simple elements of the game and puts a dynamic new spin on them, such as a water room with a metal cap where the only way to survive is to hop on a Koopa shell. While some of it gets overblown a lot of it is some fantastic gameplay for those who can bear it, and really hides a lot of talented work inside of it.



#16- Aeroforest: Initiation by Killswitch
(Written by: Yurimaster)

Ticket to Fame: Placing 3rd in the 24th LDC

Type: Snow, Ice, Forest, Sky

Most Memorable Moment: Rising up in the Sky after climbing the snow trees.

Killswitch surprised many with this level, which shows how some few platforming techniques can be transformed into full concepts, and give a rather fun, yet simple and hard challenge, using platforming concepts based in speed and agility. Aeroforest also doesn't disappoint in the graphics, and shows how well forest can go with snow and ice, and also how many concepts and gimmicks can be used graphically in this kind of level. This level certainly doesn't disappoint in any aspect, and may have inspired many designers with it's style.



#15- Ardam - The Magnificent Forest by DarkBlaze
(Written by: MessengerOfDreams)

Ticket to Fame: A ribbonist in the intensely crowded field of the 24th LDC (Forest)

Type: Forest, Tree

Most Memorable Moment: Climbing inside the trees as they grow larger

DarkBlaze takes the simplicity of his pure platformers a step further, going bold with a towering forest that allows one to weave through the trees. Keeping the charm of his gameplay design with some pure platforming and intelligent platformer design, DarkBlaze adds to the formula graphics that are not only beautiful, but innovative and impressive. While it doesn’t reach the graphical heights of Frost Glade and is often a bit rough around the edges, the idea still remains, and with his third charting in WITBLO in a row, it proves to be effective. DarkBlaze has proven in the past that with a little you can do a lot, and by giving everything a lot more volume, he still gives us a lot to enjoy.



#14- Fresh by Triple J
(Written by: MP3 Amplifier)

Ticket to Fame: Being mentioned as one of JJJ's best 2013 levels for the sheer amount of effort put into it

Type: Platformer, Multiple Paths

Most Memorable Moment: The moment you find out that the level can be replayed in so many different ways

This level is one of the few this year to be entered into WITBLO, despite not being entered for a duel or LDC. While it's not his best work, Triple J still impresses us all with what you think is a regular portal level, but is in fact nothing of the sort. I think the phrase "never read a book by its cover" is extremely fitting here- while the outer shell of the level looks far from complicated, there is so much more going on underneath the surface. The big twist? You can never play this level the same way twice, unless your intention is to follow the exact same paths.



#13- Mythical Hollows by Star king
(Written by: MessengerOfDreams)

Ticket to Fame: The second half of an intense duel between himself and Blackyoshi

Type: Cave, Labyrinth, Ruins

Most Memorable Moment: Jumping up and down green platforms in the chutes of the ruins to hit a switch while dodging laser fire.

Having just barely lost in the duel to Blackyoshi’s level and just barely beaten him here, this level is a shining example of just how evenly matched the two designers are in their element. Star king has hit a stride in platforming, as evidenced last year by Dragon Valley and this year by two more entrants, the first being Mythical Hollows.

The style in and of itself is a wondrous graphical anomaly, combining a myriad of structure and nature tiles to create an ominous cave ruins that looks unlike anything else in designing. The platforming, while often a bit too frustrating, runs smoothly in its peak excellence with just enough tricks to make it stand out while still helping us understand the level and how to address it, making up for any rough patches. The level ends with an excellent throwback to possibly the first ever block boss, combining nostalgia with the new age of 2013, a five-WITBLO difference.

Star king shows his talent in full color in this stellar sample, and it’s a level that is both amazing and sensible.



#12- Meta Madness by -BlackYoshi
(Written by: MP3 Amplifier)

Ticket to Fame: Winning a strong and talented duel between BY and Star king

Type: Factory, Underground, Mechanical

Most Memorable Moment: Being chased by the cage blocks after you enter the second section

Produced from possibly one of the tightest duels in history, Meta Madness was an immediate success with level designers, even if the creator himself does not believe it is. The level exhibits a clear, confident vibe; something that not many designers can pull off, and especially not in a platformer only level. Ranging from the fresh graphics and tile combinations to the mechanical, Level4-inspired gameplay, this unique design is slightly underestimated by the fact that it isn't more well-known.



#11- The Vast Unknown by Volkove
(Written by: MP3 Amplifier)

Ticket to Fame: Winning a hit duel between BY and Volkove at the beginning of 2013

Type: Sewer, Pipe, Puzzle

Most Memorable Moment: The green platform snakes, got to be

Vast Unkown, being yet another continuation of Volkove's masterpiece "Into the Depths", once again places you in a familiar environment filled with new rules. The detail of the design in this level is absolutely extraordinary and the aim of the platforming is to take you out of your comfort zone, making this quite a challenging experience. While it may not live up to the massively high standards of the original, that still in no way holds it back. It still excels in bringing you down to the confusing, dark atmosphere that the whole collection of these levels has to offer, and it rarely ever becomes dull.



#10- Shallow Water Ruins by Yurimaster
(Written by: MessengerOfDreams)

Ticket to Fame: A level that won by a landslide in a duel against NanTheDark

Type: Ruins, Water, Cave

Most Memorable Moment: Maneuvering through the intricate ruined caves

An underrated level, this piece brought one of the best set pieces in 2013’s level designing. Despite being a bit tricky to navigate, the water ruins are simply massive, leading to an extensive, engrossing play. The gameplay makes great work of some old and new tricks, using every advantage it could get to make the level a dynamic play. The key dynamic is the exploration abilities; it’s not overly convoluted, but there’s a lot to observe and delve into through the Shallow Water Ruins. With multiple paths, a ton of unique challenges, and lots of intrigue left by the silence that lets the location do the talking, Shallow Water Ruins excels as one of the forgotten masterpieces of 2013.



#9- Exitus by -BlackYoshi
(Written by: Yurimaster)

Ticket to Fame: Being a highly appreciated portal level.

Type: Factory

Most Memorable Moment: Passing by each different colored room.

Exitus is one level you won't easily forget after playing once. It's style, using unique colors for each roo but also making said tiling beautiful is something innovative. It's a level that sets it's factory atmosphere really well, with the metalic tiles everywhere, yet not losing it's unique style. The gameplay also doesn't disappoint. Innovation can be found everywhere in this level, each room having gameplay styles never seen before, with innovation in each of them. May be frustating for new players, but it's difficulty can be altered, by choosing, or not choosing to use a hover FLUDD. Exitus is certaintly one of the most notable portal levels of 2013, and one of the few factory levels to be successful.



#8- Weather Works by Triple J
(Written by: Yurimaster)

Ticket to Fame: Winning 4th place in the 23rd LDC, and winning the best level award in the Runouw Votes: Summer 2013

Type: Weather, Fire, Water

Most Memorable Moment: Passing under the rainy dark clouds.

Weather works is an unique level. It not only has unique graphics, with amazing platforming, but also uses a concept never used before. Weather. Triple J not only pulled an unique concept, but also made it work masterfully. With unique and challenging platforming everywhere, having the player to use FLUDD, and lots of other inventive techniques to get through the level. The graphics were also amazingly unique. Not only the level overall looked beautiful, but he also made it astounding looking sometimes, using things people never used before, such as rain, fire background, and great tiling patterns. One of the best works of Triple J yet, and one of the most memorable levels of this year.



#7- Science War by MP3 Amplifier
(Written by: MessengerOfDreams)

Ticket to Fame: The winner of her own 23rd LDC (Science).

Type: Science, Space, Buildings

Most Memorable Moment: Walking on neon-colored smoky nothingness in space

What Antichesm started and Blind Experiment beta-tested, Science War finished. Among all of her smaller series, it has all of the textbook skills Amp possesses refined and shining. The story is fantastic, containing all of the emotion her series has within it, and the graphics contain some of the best set pieces within it, utilizing glitches and tricks to create the most unfathomable sights in a SM63 level. The gameplay matches the stakes everything else sets for it- it’s tricky, it’s unique, it’s inventive, and it gets more and more intense as you go. It goes through optimism, through melancholy, and several other dynamic emotions that many stories don’t go through as powerfully in the LD scene, with an especially powerful ending. Amp showed what she was capable of last year with Tearing Paper, but now she’s shown that she can do it whenever she damn well pleases.

---
Fun fact: The #6 level was 6th on all four lists, the only time such a coincidence has ever happened.
---




#6- Bowser's Forgotten Castle by Nwolf
(Written by: Yurimaster)

Ticket to Fame: Winning the 25th LDC

Type: Castle, Desert, Ice, Fire

Most Memorable Moment: The last transition and all of it's challenges.

Bowser's Forgotten Castle is a level that will surely become a classic in the future. The gameplay contains one of the biggest Nwolf trademarks, the challenging platforming. But don't get it wrong, Nwolf's levels are hard to a degree everyone can enjoy with a little bit of platforming skills, without being either impossible or frustating. This level, is another to use the three themes of the LDC into a single level, making it really unique in comparison to some others. With ruined desert sections, the evil feel of a Bowser castle, and then add the Freezeflame theme of the LDC, you have one of the best looking levels Nwolf has ever made, and a level with a great atmosphere overall. This level, like lots of other Nwolf levels too, contains one extra challenge, for hardcore players who love challenges. This level is rather unique, and certaintly will be remembered in the future.

---
We're at the top 5, ladies and gents. JSlayer/Nan, Amp, MoD, Ayrayen, and Star king. With only one former WITBLO winner in the running, we stand an 80% chance of getting a new one.
---
















#5- Hall of the Editor by JSlayerXero & NanTheDark
(Written by: MP3 Amplifier)

Ticket to Fame: Placing second in the 23rd LDC (Science-themed), and significantly boosting the popularity of both designers

Type: Story, Clockwork, Puzzle, Extreme Platforming

Most Memorable Moment: Reaching the tavern, based on our own forums

While this style of level has been used before, it has never been used to this extent. When we say a level contains extremely fast platforms, use of clock items in nearly every setting, overuse of tile mixing and even undefined or glitchy tiles/items, we ultimately assume that the person who created this level has really not got a clue about the level designer and how it works.

And therefore we find ourselves in a position to judge. However, the irony is, that this theory could not be more wrong. The whole point of this extremely puzzling and weird level is that we see the exploitation of the level designer to its fullest- but it is pulled off in a way that no other level or series has ever managed to pull off. It's been executed so carefully and cleverly, that the extremes in platforming and the exploitation of the items and glitches have been used to help us progress through the level. And again, unlike any new to SM63 designer who may be attempting this outcome, the aspects of the level that should be considered tedious have actually excited us.

The whole atmosphere of the level and the story engages us so immensely that we feel energised and exhilarated. As the player, we are constantly on our feet, which means that it never becomes boring. In fact it is such a speedy level that towards the end when it starts to calm down, you realise just how thankful you are that you can finally give your hands a rest.

Overall, even though it didn't win the LDC it was entered for, it is a truly remarkable achievement from both designers. They genuinely deserve so much praise for making something so complex and out-of-the-box from just a simple level designer.















#4- Mario and Luigi's Great Escape by MP3 Amplifier
(Written by: Yurimaster)

Ticket to Fame: Receiving a score of 15.95 in the 25th LDC while unfinished, and Being a highly revered level series afterwards.

Type: Storytelling, Castle

Most Memorable Moment: Fighting all the bosses on level 3, or the final battle with Bowser.

This level, is unique in a way only MP3 can do. Mario and Luigi's Great Escape is one level with a rather simple story, with Mario and Luigi being trapped by Bowser inside his castle. However, this level has far more than story to offer.

Starting with the gameplay, this level is full of twists you'll never see in any other level. From levels you can only play as Luigi to be able to get through, to fields with strange triangle shaped, flame throwing creatures. But this level also has far more than simple platforming to offer too. Something that made this level unique, in an inventive way for each: Bosses.

This level series contains 7 block bosses, 6 in the 3rd level, and the final in the 4th, which is quite a big number of bosses for a five level series. Each boss has an uniqe room for them, but also an unique gameplay for each. The graphics as aways, were amazing looking. With every room in all the levels having a different color scheme, and with different decoration schemes in each too. The blosses were also, amazingly well constucted graphically, not looking weird. This level is one of the most unique in this LDC, and certaintly one of the most innovative.















#3- Sympathy For The Devil by MessengerOfDreams
(Written by: Yurimaster)

Ticket to Fame: Winning 2nd place in the 25th LDC, even though it got the highest score from all the judges.

Level Type: Storytelling, Snow, Fire, Castle

Most Memorable Moment: The extra level with the ending.

MoD's trademarks are the extremely long, yet captivating storytelling levels. Sympathy for the Devil is no exception.

With a superb story, this level series is one of the few to make good use of the Mario universe, making it fit well with the story, and executing it in an amazing way. Add the atmospheric music, and you have one of the best stories in SM63 level designing. The graphics also were a pretty strong point in this series. With amazing snowfields, fiery battlefields, massive castles and factories, this level was really unique in this aspect because it didn't stick to only one theme, and made all of them look amazing.

Another thing that deserves mention, is the music. The music was amazingly well executed here too. Because not only it fits with the story, but also with the scenary, going well for both the location the player is at, and the situation of the player in the story, adding a breathtaking, synchronized atmosphere, which gave the feel of playing a movie.

The gameplay, even though this was a story level, was really well executed. With soft alternating betwen gameplay and story, not having a massive row of signs one after another all the time, but also not overfilling it with gameplay and forgetting about the story. Overall, I'd risk to say this is one of the best creations MoD ever did. This level is a must play for all the storytelling lovers, and even for those who don't like stories at all, I'm certain this level will change your mind about them.











----------
We're down to our final 2. The most famous portal level of the year and the most famous level series of the year. This year's Final Rush versus this year's Dark. Will the former 10th placer of 2009 surprise everyone and take the win out of nowhere just like he did in the 24th LDC, or will the designing legend take the win with a level from his series?
----------
















#2- Arctic Ruins by Star king
(Written by: MessengerOfDreams)

Ticket to Fame: The next installment in Star king’s much hyped Super Mario Countdown, a globally based level series of pure platformers- preceded by Dragon Valley, succeeded by Candy Coaster.

Type: Ruins, Snow, Ice

Most Memorable Moment: Getting thick into the frozen ruins

What worked for Star king to get him into top 4 and the support of the people last year worked again this year, pushing him into number two. It was only the dramatic re-entry of our winner out of deep ♥♥♥♥ left field that keeps him from winning; regardless, this level shows why Star king is the best designer consistently working in designing today.

Arctic Ruins does what Dragon Valley did, and does it even better, allowing him to beat all three of the people who bested him last year. The platforming is smoother, more crisp, and has virtually no flaws in it. The layers that the level incorporates allows one to try an infinite amount of paths with no detour or obstruction. You could play it tons of different ways despite there only being a few linear paths because of the way it intertwines and overlaps like DNA.

The graphics, while not as high-concept as Dragon Valley, are much, much crisper. The design choices bring the theme to life while also creating a unique, unforgettable template. It incorporates the same mishmash textiles of various tiles that Star king has had a fancy for in recent times, contributing to Star king’s signature style and also creating a dynamic design that’s a step up from the average level. It looks both unique and natural to the level itself.

It’s rare that such a simple level does so well in WITBLOs, and in fact the last pure platformer to place as high as #2 was The Final Rush from 2009, the very first year. If any pure platformer was to make it this high up, it would certainly be Arctic Ruins; one of the best levels ever by one of the best designers ever.


So, a quick recap:

20. Bullet Hell II by Volkove
19. Bowser's Icy Stronghold by Doram
18. SMS: The Ruined Temple by GMDragon
17. Freezeflame Fortress by 1018peter
16. Aeroforest: Initiation by KS
15. Ardam - The Magnificent Forest by DB
14. Fresh by JJJ
13. Mythical Hollows by Star
12. Meta Madness by BY
11. The Vast Unknown by Volkove
10. Shallow Water Ruins by Yuri
9. Exitus by BY
8. Weather Works by JJJ
7. The Science War by MP3
6. Bowser's Forgotten Castle by Nwolf
5. Hall of the Editor by JSlayer/Nan
4. Mario and Luigi's Great Escape by MP3
3. Sympathy for the Devil by MoD
2. Arctic Ruins by Star


Aaaaand, the winner is...
















---
Show of hands, who predicted at the beginning of 2013 that a mid-tier designer from the early days would show up and curbstomp everyone on how to design a level? Anyone who raised your hand, congrats on the utter clairvoyance.
---





#1- Keel's Hatred and the Jungle Sprite by Ayrayen
(Written by: MP3 Amplifier)

Ticket to Fame: Winning the 24th LDC (Jungle Forest) with a huge score of 17.38, the highest score of the year overall

Type: Jungle, Temple, Story, Ruin, Challenges

Most Memorable Moment: The breathtaking ending to the whole series, and the journey your emotions take while playing the levels

Perhaps one of the biggest comebacks in level designing history, we watch as Ayrayen guides us into one of the deepest stories ever created for Super Mario 63. For what was originally a light-hearted game, this may be a cause of controversy.

However, there is no denying that at the very least, it is breathtaking and beautiful. The background of the story is pulled right from the depths of the heart and can find its way to connect with every single one of us, making the series a truly outstanding and unique result. Besides, while the level is in itself a masterpiece, the message that supports it is extremely powerful; teaching us about the world and humanity.

The creator himself was increasingly well-known for his struggle and battle with depression, a topic that not many people are comfortable to dive into. For this reason, I find the series not just engaging and gripping, but also inspirational. Ayrayen did something so brave when he designed this, as he didn't just tell any story, he told his own in one of the most creative and healthy ways possible. Pouring emotion into any form of art is a skill that I find to be most genuine and pure, and the fact that he has this skill is what makes his work so impressive and why he deserves all the praise he received for this piece.

Therefore, it gives me great pleasure to announce this as the best level of 2013. It's a true testament to the talent and effort that was put into this work of art and I hope that it shines with as many people as possible. Due to the way everything links together, the gameplay, the graphics, the story, the music, I can sincerely conclude that...

...in its own individual way, this series is the definition of perfect.

~MP3







MessengerOfDreams wrote:The most eclectic and interesting year of level designing you could imagine ends in the most eclectic way you could imagine. Congrats on Ayrayen for making potentially the most mindblowing story and unique series in designing history. You without a doubt deserve your place at #1 and in WITBLOAT.

This was a quieter year, and made some afraid for the future of designing. Regardless, if the talent shows anything, it's that there's always a legend to find even in the places you never would expect.

Peace out and see you for WITBLO14, but more importantly, the WITBLOAT of the last 5 years combined. I look forward to getting the public more involved next time.

~MoD

Re: The Official Best Levels Of 2009-12 List!

PostPosted: January 10th, 2012, 10:58 pm
by ~MP3 Amplifier~
~Reserved for... 2014. Now taking bets to see who would be the top designer of 2014.~

Re: The Official Best Levels Of 2009-12 List!

PostPosted: January 11th, 2012, 9:32 pm
by ~MP3 Amplifier~
~Someone may have to change the poster for whoever the GloMo will be in 2015, haha~


NINEDIT: WELL I'LL BE. LOOK. A NEW GLOMO. AND ONLY IN 2013.
MP3 EDIT: I DON'T KNOW HOW LONG AGO THIS WAS EDITED OKAY, BUT I CHALLENGE YOUU.
nEDIT: YOU BOTH KNOW THAT ACTUALLY I'LL BE THE NEW GLOMO IN 2015
MP3 EDIT: ORLY?
StarEDIT: COME ON YOU ALL KNOW I WILL RULE THIS PLACE BY 2014
nEDIT: NO
StarEDIT: we were all wrong bUT YOU JUST WAIT
MP3 EDIT: omg ninja i caught u
MoD EDIT: It is 2016. Two thousand and goddamn sixteen. THERE ISN'T EVEN A POST FOR THAT. Also, the new GloMo is still Doram.


MP3 EDIT: It's 2020. I miss you guys. :(

Re: The Official Best Levels Of 2009-11 List!

PostPosted: January 12th, 2012, 12:05 am
by Asterocrat
Just a quick note from the guy making the medals :awe:

Medals will be done for the week-end.

Also congrats to you, guys. ALSO YAY FOR 19TH PLACE

Erm, I must remake that medal for the Ethernal Mansion. It's so crappy for a second place.

Re: The Official Best Levels Of 2009-11 List!

PostPosted: January 12th, 2012, 12:06 pm
by ~MP3 Amplifier~
Well hopefully, if my levels improve over the next few years, I'll be looking at WITBLOAT and thinking how I'm the new generation of LDers. :D

Re: The Official Best Levels Of 2009-11 List!

PostPosted: January 14th, 2012, 11:36 am
by Asterocrat
*Star king comes on the stage*

*applause*

MIC is on? Right, anyway, thanks and welcome everyone!

That's it, people, we all know the Best of Level of All 2009/2010 (Of All Time is maybe too much :3). We are happy, it's now done.

NO WAIT. It's not completely done, that's why I'm here, in front of you. There is one last thing to do...


WITBLOAT'S REWARD CEREMONY

That's right! The ten first levels of 2009/2010 are truly awesome, and being here is not something everyone achieve everyday, so it's time to reward these lucky ♥♥♥♥♥♥♥ for being that awesome. Some levels will have won two medals, but who cares? They are so awesome they deserve it.

So, MoD asked me to make ten different medals, one unique medal for each winner. It's time to give them away!

I first planned to make various things (medals, trophies, ribbons), but I decided to only make trophies.

Let's get started!


#10 Mr_SaxMan receives the Black Sax Trophy
For Level of Darkness!

Image


*applause* Let's continue!

#9 Avolerators receives the Burning Mushroom Trophy
For Shroomsday!

Image


*applause*

#8 Venexis receives the Blooper Trophy
For Calamari Cove!

Image


*applause* I personally find that trophy pretty epic. Wait, am I commenting my own art? Let's continue!

#7 MessengerOfDreams/Venexis receive the Planet Trophy
For The Alignment of Fates!

Image


*loud applause* I want that one :O Anyway, next!

#6 Krazy321 receives the Space Colony Trophy
For Space Colony!

Image


*loud applause* Half of it done! But they are more epic medals to be given away, so keep scrolling!

#5 fourinone receives the Koopa Trophy
For Arid Arid Desert!

Image


*applause* I know, MoD, that this is not completely what you asked for, but heh, it's good anyway, right? Anyway, next is... Crap, i noted his name on a paper so I could remember it, but I can't find the paper! Oh there it is. Okay, next is Zebs... Zets... Zebstala...

*laughs*

#4 Zebtrestalala receives the Explorer Guy Trophy
For Explorer King... Damn where is the other paper? Oh, there. For Explorer Guy and King Goombiard's Ancient Temple!

Image


*applause* AND NOW FOR THE BIG BOSSES! The three best levels all three get a golden trophy. Let's start with...

#3 Volcove receives the Penguin Crown Trophy
For Temple of the Penguin God!

Image


*loud applause*

#2 fourinone receives the Chocolate Ribbon Trophy
For Ethereal Mansion!

Image


*loud applause* Hope you enjoy it, fourinone, because it's the one I changed the most! Anyway, the best of the best...

#1 24Murph receives the Golden Bullet Trophy
For The Final Rush!

Image


*EPIC applause*

That's it, people, all level medals have been given away! Though it's not entirely over, eh, MoD asked me one last thing! MoD wants to reward all the judges for the great judging and myself too for making 11 medals in 5 days. So yeah...

MoD, Volcove, SMIC, Ven and myself receive the Coke Trophy
For all the great work they did for WITBLOAT. A big cheers for them (and for me)!

Image


*applause and cheers*

That being said, it's time for WITBLOAT 2009-2010 edition to end. That's it, MoD, you can start awarding the medals.

See you next time, folks, for WITBLO11, if I make the medals!

Oh, and what is your favorite medal?


*moar cowbell applause as Star king exits the stage*