Event 6: Last Legacy Level Designing Contest

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Re: Event 6: Last Legacy Level Designing Contest

Postby Konradix » October 15th, 2015, 1:58 pm

It's fine MegaR, you won fair and square. Besides, those few points didn't change anything in the end :P
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Re: Event 6: Last Legacy Level Designing Contest

Thumbs up x1

Postby nin10mode » October 15th, 2015, 1:59 pm

I totally contributed to the non-art contest things and was not at all handicapped by a lack of technology for the past few forever
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Re: Event 6: Last Legacy Level Designing Contest

Postby Doram » October 15th, 2015, 2:00 pm

No, FF, your level didn't suck at all. It had a bad glitch, but it didn't suck at all. I loved it, in fact, technically.

I'm gonna get some artwork finished for the final ceremony. I'll post it, hopefully, later tonight, but the List of Events has everything up to date now.
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Re: Event 6: Last Legacy Level Designing Contest

Postby Oranjui » October 15th, 2015, 2:05 pm

>mfw

wow, power of friendship, go team, woo fam, good effort, holy ♥♥♥♥ I'm not sure if we deserve this but okay thanks, congratulations, etc
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Re: Event 6: Last Legacy Level Designing Contest

Thumbs up x1

Postby Yoshi Boo 118 » October 15th, 2015, 3:45 pm

So, uh...when are the full SM63 results coming?
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Re: Event 6: Last Legacy Level Designing Contest

Postby Karyete » October 15th, 2015, 10:43 pm

oh mah gawd we actually did it

we pulled it off Team Dark, we worked hard for this ^_^

good job everybody else as well, lots of great levels were put forth for the event.
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Re: Event 6: Last Legacy Level Designing Contest

Postby ~MP3 Amplifier~ » October 16th, 2015, 5:45 am

OMG does that mean Team Dark won RO overall? :o

I'm so proud of our efforts, hooray <3
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Re: Event 6: Last Legacy Level Designing Contest

Postby Doram » October 16th, 2015, 10:19 am

I'm working on the last of the SM63 levels now. Sometime next week, though, because I've been really busy of late, plus I gotta figure out the RO awards ceremony.
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Re: Event 6: Last Legacy Level Designing Contest

Postby Niicola » October 16th, 2015, 11:00 am

So close to second place.
Congratulations to every contestants and thank you Doram for the 17.5 :D
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Re: Event 6: Last Legacy Level Designing Contest

Postby -BY » October 16th, 2015, 11:39 am

-BY wrote:The Arcade by Niicola --|--:--|--

Gameplay: 5/10
A fairly interesting level if it's for your trigger usage. Going for "tributes" to classics as well as newer games I need to admit that you did your best to capture the controls of those. Despite the clear effort you put into this, the gameplay is, while varied, incredibly basic in every aspect. (Given the time limit and LL's beta being quite restricting for these things, you certainly did the best one could achieve with this concept, though.)

Design: 3/5
I wished you'd done more with the graphical part of each section. It feels too empty to me. It's not the Pac Man section I'm talking about, but pretty much every other one. The sprites were nice however.

Miscellaneous: 4.5/5
+2.00 |For your trigger usage and attempt to go for one of the hardest concepts I've seen in LL yet.
-0.50 |Flashing Green, Blue, Red. It was too bright and actually hurted a little. Especially as it happened fairly frequently

Overall: 12.5/20
This was in fact the most difficult judging I've ever written here. Mostly because it's a LL Level Design Contest and this level was literally everything, but LL in many aspects. I really liked the result, but going at this from an objective point that's the score I'm ending up with. Also am aware that everything I mentioned above would have needed both time, space and might have caused unbearable lag. So it's indeed difficult to take these things into consideration, I suppose.







The Green Curse by Supershroom --|--:--|--

Gameplay: 6/10
Varied gameplay and even using gravity sections made this level an actually good one gameplay wise. Until the backtracking began. I mean it was ok the first time. But the second, and third one became somewhat tedious for me. Especially as it didn't change too much. Adding a darkness effect and such for increased difficulty definitely didn't do it. This level would honestly been better without the extra backtracking. The level's length was just fine. Don't try to extend it by force, though. Additionally the custom path platform on the very right of the level did confuse me a little at first, since I wasn't too sure what to do with it, the first time I saw it. The turret section felt a little too random to me and the enemy usage in the right section might have been reduced a little. However, these things are nothing but subtle notes.

Design: 3/5
You did fine with the design. But it felt odd since the few not-so-green objects really felt off at parts. It might also have been interesting to go for several green tones. A slight blue/red touch with the focus on green would certainly look more exciting.

Miscellaneous: 3/5
- 0.00 |Nothing bad or really outstanding was found, though.

Overall: 12/20
This level was fairly good. I wished you wouldn't have overdone it with the backtracking this much.







Sling pod galaxy by Bowser2007 --|--:--|--

Gameplay: 5/10
Despite being pretty buggy, I had quite some fun playing this level. Especially the delta section was nice.
If it wasn't for the random deaths and loading time, due to the custom background it would have been fairly amazing actually.

Design: 4/5
This level looks pretty decent as well. Especially the red glow from beneath did it's job for me. The strong contrast worked well with the dark background. Reminds me. Dark background tiles with reduced alpha should lag less than your used solid shadows do.

Miscellaneous: 3.5/5
+0.00 | Nothing additional to add, though.

Overall: 12.5/20
I hope you'll keep working on this one. If you figured how to create better functioning sling pods, I'd love to play a level going by this concept again. Also didn't feel unfinished to me.







The Lost Dimension by Team Super --|--:--|--

Gameplay: 7/10
Not much to say about the gameplay section actually. It was well thought out and nice to play. The final battle confused me as I got stuck in a red crystal thing, unable to die or anything else. Just watching the enemies floating around.

Design: 4.5/5
I really love this level's design. The contrast colour filter gave this level a somewhat interesting atmosphere. Especially if combined with the enemie colouring and such. The indoor area however felt off to me. Would have been nice if you'd been able to do more with it.

Miscellaneous: 3.5/5
+0.50 | Story elements

Overall: 15/20
Keep it on, FF. You're getting better and better here. The level really got me.







Gravity Grove by Crystal Clods --|--:--|--

Gameplay: 8.5/10
The gravity usage in this level was incredible actually. However. There are still a few things. The gravity change around the first checkpoint immediately made me hit the spikes each time I used it. Maybe giving the player a little more space, so you wouldn't fall into these each time. Around the gravity change before you enter the lava section there are bushes which surprisingly hurted me (Also could bug through the wall up to the goal without doing the lava section there). This felt a little random though. Also the lava came out of nowhere. I had no time to properly react to it. You might consider a gap or two, showing that there's actually lava coming at you. Or if wanted putting the lava into the front layer, though. If the lava waited 1/2 seconds that'd been more than enough to realize it. The transition in which I changed from lava section to end portal glitched quite much as well. You'd just need to make the tiles even there.

Design: 4/5
The design looked pretty good. Especially these weight controlled circle platforms around these planets. However, there wasn't anything outstanding.

Miscellaneous: 3.5/5
+ 0.50 | Turning the whole level into a gravity puzzle is really nice

Overall: 16/20
Amazing level actually. If it was really OJ doing that, than I can just add to Ven's statement of him doing real mvp work there.








The Dungeon by Team Dark --|--:--|--

Gameplay: 8.5/10
Incredibly varied, forgiving, vertical gameplay. Yesh. I love this. Whoever did this one, did it well. I would have loved to see more of the switch puzzle you used in the very beginning of this level, though. Otherwise this one turned out fairly well.

Design: 3.5/5
Nice design, but couldn't find anything really outstanding beautiful. Except for the outside area maybe.

Miscellaneous: 2.75/5
-0.25 |Delayed Submission Reduction

Overall: 14.75/20
Great job. Especially gameplay wise you've done a good job. Maybe putting a little more effort into exceptional things to push up the Miscellaneous score. Trying to mess more with the graphical parts would certainly help quite a bit as well.







Minigame - The Castle Craze by Team Magma --|--:--|--

Gameplay: 4/10
It was actually pretty fun at first. But became tedious later. Need to admit that I didn't complete this level up to the very end. Died around the gravity changing part each time. I wished it was more than simply evading things all the time.

Design: 2/5
It was ok design wise. However. You could honestly have done more with it. Especially since it's a single room only.

Miscellaneous: 2/5
-1.00 Delayed Submission Reduction

Overall: 8/20
Could have used more effort/time. Maybe doing multiple rooms and each one not lasting this long. Just something to keep this concept more fresh would have helped a lot.







Dark Frosty Mount by Team Red --|--:--|--

Gameplay: 3/10
Basic gameplay. Albeit not possible to complete. At least I couldn't find a way to do so. The player cannot jump this high, though.

Design: 2/5
Basic design. Nothing too good or bad. I think you could have done more with this.

Miscellaneous: 1.75/5
-1.25 Delayed Submission Reduction

Overall: 6.75/20
Score sounds worse than it actually is. Try to make levels playable by play testing them and keep on designing. You will get better at all these things as you gain experience over time. Also bear in mind that it'd be more points if the submission wouldn't have been delayed to this extend.
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