The Universal Dueling Arena

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Re: The Universal Dueling Arena

Postby nin10mode » September 12th, 2015, 8:09 am

What do you mean, he obviously score 16 because I gave him a perfect score in misc

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Re: The Universal Dueling Arena

Postby Supershroom » September 12th, 2015, 8:14 am

I've seriously thought at the first moment that I could move the bar in the displayed code field

nin10mode wrote:I did have to restart once, so I guess that's a shot...

Wait. I didn't actually die, I restarted because I figured I ran out of time... SAFE!

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1 star: (0 - 5.75 in LDC) These levels need a lot of work. They're totally un-elaborated, and/or inherently flawed due to things like cutoff or enemy spam, or they're untested and there are too many bugs gameplay-wise, in short: Many many things went wrong in such a level.

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

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

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

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

These are just general principles I try to follow when rating. Sometimes I don't leave a further comment when rating, most times I do, if you have questions about it, feel free to ask further.
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Re: The Universal Dueling Arena

Postby 1018peter » September 12th, 2015, 1:59 pm

Oh well,at least I learned something from this duel;Never make a bloss under such a short time limit.


On the side note,I didn't post my level in the portal because I felt like Supershroom would win against me by a long stretch.

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Re: The Universal Dueling Arena

Postby Harmless » September 12th, 2015, 4:20 pm

Okay, I'll be completely honest Peter: My score is not to discourage you from designing in the slightest. If this was a 2 hour duel I'm very certain you would've done a lot better assuming you had time to refine everything.

that being said tho

----

Supershroom vs 1018peter 1 Hour Duel Judgings

Supershroom - Hectic Platforming

Fun: 9/10. That was fun. No seriously, 80 seconds was a perfect time for this level, as it offered a bit of room for error, while not being too easy at the same time. The challenges got rather creative, and as the title suggested, it kept me on my toes. It definitely makes for a well built speed-running sort of level, and is very replayable. Of course, my biggest issue is the moving platforms. The first one disappears too quickly and only barely allows enough distance to complete the jump, making it a little frustrating if it's your first time playing and you don't anticipate it. The second one should've disappeared a little bit past its vertical peak, as you could've just jumped off and made the jump. But even then, I loved the different types of platforms and how you incorporated them into the level. The pace was mostly constant, and there were no noticeable bugs. Great job.


Graphics: 3.5/5. For what it's worth, the graphics are a little sporadic, but the contrasting colors and the wide variety of tiles make this mash-up rather fun and appealing. Still could've used more decor though.


Misc.: 3.75/5
+ The quadruple moving blocks in the first half of the level were actually really unique, and definitely caught my eye. (+0.5)
+ No lag or long loading time. In fact, I love how it was all in one transition so there wasn't time wasted loading other parts of the level. (+0.5)
+ Pretty obvious but good music selection. (+0.15)

- The second half of the level doesn't feel quite as difficult or fast-paced as it does in the first half. Some of the difficulty also isn't so much difficulty as it is frustration, as getting knocked off by a random enemy causes you to lose so much time (sometimes enough time to force you to lose). Maybe some alteration in the course would help mitigate that. (-0.25)

Total: 16.40/20. I loved it. Improvements to the level could include maybe slightly more level length, some re-working on the second half, and a little more graphics (not enough to take away the player's attention though).





1018peter - Big Bob-Ombs Attack

Fun: 4/10. I'm sorry, but I have no idea what I just played. More than likely this was just an off day for you, but the level was not executed well. The platforming actually got kinda monotonous with all the bullet bills flying at you from random directions, the flamethrowers had weird disjointed hitboxes, and it was way too hard to avoid damage in general. This doesn't really come from genuine difficulty either, it seems to come from a lot of enemy spam and weirdly placed flamethrowers.

The platforming was monotonous mostly due to a lack of variety in platform items and enemies. I could've sworn the only three enemies I saw that entire time were goombas, bullet bills, and the occasional bob-omb. And there weren't even any platforming items now that I think about it. Some circle/moving platforms and moving blocks would've made for more diversity in the platforming, and would also have the player move around more without having to rely on bullet bills to reach key areas.


Graphics: 2.75/5. Well, I do have to give credit where credit is due - those airships actually looked really cool, especially the last one (which was unfortunately cut out from the transition - I would've preferred to see the giant thing in all of its glory). The King Bob-omb was pretty well drawn out, though it looked like he was imprisoned more than he was sitting comfortably on a throne. Everything else was... meh, though. The black piranhas didn't even look like piranhas in the slightest, and the ships/overall scenery was incredibly bland. There weren't even as many clouds as I was expecting there to be.


Misc.: 1.75/5
+ No lag or overly long loading times. (+0.25)
- I know, it's the King Bob-Omb theme, but even then it's not really the greatest theme. Not to mention that in the game, the theme is louder than the other songs and it even skips a little bit. I would avoid using the in-game King Bob-Omb music just because of that. (-0.5)
- Good lord you do NOT need that many goombas guarding the red coins. It was even louder than the music, and that's saying something. (-0.5)
- The red coins themselves weren't quite necessary, and I would've even easily missed them had the goombas not attracted my attention. (-0.25)
- That orange switch was a cheap shot. At least give falling logs or something below it so the player doesn't miss it entirely. (-0.25)


Total: 8.5/20. Yeah, sorry, but the level was very rough around the edges. Some refinement would help the level become much better, moreso starting with gameplay.
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Re: The Universal Dueling Arena

Postby NanTheDark » September 12th, 2015, 4:34 pm

Shroom, you wanna part of the Arena's Judging Panel then?

Also, with all duels being done already, I'd say we're ready to have more duels happen here.

I had an idea last night: What if we also did Super Mario Maker duels? That would require the people involved to have the game, of course, but I'd say it's possible to pull off...
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Re: The Universal Dueling Arena

Postby MessengerOfDreams » September 12th, 2015, 9:42 pm

also vendai

Vendai wrote:Heya. Got Peter's review done, just wanted to make sure that Ride Through The Mines was Shroom's entry? I think so based on order of the posts, but the submission time, his comment toward you about a duel with Harmless, and the lack of a "hey this was made in 60 minutes" is enough to make me second guess myself. :p

Welp found Shroom's, didn't even think to check below ours lmao. Dunno if you even need judges any more since I see you've got three counting your own, but it wasn't any trouble.

Anyway, Peter's review:
Big Bob-Omb's Attack: show
Gameplay: (5/10)
So, I've heard your platforming is pretty tough. I was not disappointed. Not that it's necessarily a bad thing, there's nothing wrong with a challenge. However... It was chaotic. Like, incredibly so, and not in a positive way. You've got a looooot going on in very narrow places, and while the jumps should have been easy, cramped platforms packed with bullet launchers (not to mention bullets themselves and flame flying all over) meant I was bouncing wildly trying to extinguish my flaming posterior more often than I was actually in control of Mario.

Graphics: (4/5)
I love the decor, from the undulating black piranha plant stems, to the drab atmosphere of an airship armada. You really nailed this, but the surrounding skies do seem incredibly plain without any clouds or birds. A full point off, but only because it's such a short level and (apart from the boss) entirely surrounded by empty sky.

Other: (4/5)
+1, god I'm a sucker for a good boss. You made this, along with the rest of your level, in an hour? Color me impressed.

Overall: (13/20)
I'm incredibly impressed that you pulled off such a coherent concept in only an hour. Unfortunately, it fell short in fun- there's just too much going on, all the time. 13/20


Aaaaand Shroom's:
Hectic Platforming: show
Gameplay: (9/10)
Haha, wow, from you, I was expecting... well, I'm not sure. I know some of your previous levels were devilishly difficult, but I managed to breeze through this on my third attempt with a couple seconds to spare. Tough enough to keep you focused and on your toes, but not so hard that I was ever frustrated, even when flubbing a jump toward the end or arriving a fraction of a second too late. It might actually be too easy, but I loved it.

Graphics: (4/5)
I love the varied themes and especially the brick tilework. I don't really have anything to criticize here, but a single point off for the same reason as Peter. It was remarkably plain in a lot of areas (especially ones that involved the green rotating platforms in the air), and for such a small level, it makes a pretty enormous difference.

Other: (3.5/5)
+0.5, for atmosphere. It's not entirely the aesthetic, and it's not entirely the gameplay, I just really love how everything melds in a frenetic but also oddly serene way. Talk about a refreshing level.

Overall: (16.5/20)
Beautiful work, it's quite an accomplishment how seamlessly you pulled everything together in only an hour. 16.5/20.

My apologies if any of the category names are off, but it's still the standard 10-5-5 spread for a total /20.


This means the new scores are 11.875 for Peter and 16.2875 for Shroom.
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Re: The Universal Dueling Arena

Postby Supershroom » September 12th, 2015, 11:42 pm

NanTheDark wrote:Shroom, you wanna part of the Arena's Judging Panel then?

Yes. Although I don't have a Wii U.
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Rating standards: show
1 star: (0 - 5.75 in LDC) These levels need a lot of work. They're totally un-elaborated, and/or inherently flawed due to things like cutoff or enemy spam, or they're untested and there are too many bugs gameplay-wise, in short: Many many things went wrong in such a level.

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

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

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

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

These are just general principles I try to follow when rating. Sometimes I don't leave a further comment when rating, most times I do, if you have questions about it, feel free to ask further.
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A showcase of the 25 best levels of 2011, including such fantastic levels as Niveau Victorieux Galaxy, Plastic Beach, Dimension Infinity, Realm of the Heavens/Parallel Spires, and more!

My Level Collection: http://runouw.com/forums/viewtopic.php?f=25&t=47186

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Re: The Universal Dueling Arena

Postby NanTheDark » September 13th, 2015, 7:53 am

Supershroom wrote:
NanTheDark wrote:Shroom, you wanna part of the Arena's Judging Panel then?

Yes. Although I don't have a Wii U.


The Mario Maker thing is just an idea, I don't think we would do it unless enough people were interested :P And I don't have a Wii U either... so...

Adding you to the Panel.
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Re: The Universal Dueling Arena

Postby Harmless » September 13th, 2015, 10:50 am

Willing to do a duel. Counterpick house rules (Each player picks a theme for their opponent).
Expect something cool here soon!

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Re: The Universal Dueling Arena

Postby Supershroom » September 13th, 2015, 10:53 am

Well, Harmless, do you estimate your Disco Train level to be finished and ready to judge? (pretty looks like it, though I would give you the possibility of editing it if you have to)

Also I wanna judge that duel (self-explanatory)
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Rating standards: show
1 star: (0 - 5.75 in LDC) These levels need a lot of work. They're totally un-elaborated, and/or inherently flawed due to things like cutoff or enemy spam, or they're untested and there are too many bugs gameplay-wise, in short: Many many things went wrong in such a level.

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

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

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

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

These are just general principles I try to follow when rating. Sometimes I don't leave a further comment when rating, most times I do, if you have questions about it, feel free to ask further.
Look at this!: show
My total SM63 level experience: 2803 levels.
Total coins collected in these: 306800

The WITBLO11 Tribute


A showcase of the 25 best levels of 2011, including such fantastic levels as Niveau Victorieux Galaxy, Plastic Beach, Dimension Infinity, Realm of the Heavens/Parallel Spires, and more!

My Level Collection: http://runouw.com/forums/viewtopic.php?f=25&t=47186

Other Important Links:
Last Legacy Level Designer tutorial
Eternal SM63 Medal Table
Eternal SM63 Score Table (all LDC scores available)
Top 10 Lists for LDC's (highest averages in a single judging criterion)
Runouw Votes Eternal Table
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