30th SM63 Level Designer Contest

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Re: 30th SM63 Level Designer Contest

Postby ~MP3 Amplifier~ » December 27th, 2015, 4:30 am

Yes, spoiler alert- about 75% of the reason I didn't announce the results myself is because I won. :oops:
The other 25% was bad timing and such but I could have made it if I needed to.

But yeah, I have to say I was shocked when I saw the score, I did not expect it to be so high. It's actually my highest scoring LDC entry. Like, what...?
I've also definitely learned that doing an idea you love makes all the difference, and I had a passion for this concept. So yeah, it's nice to feel like I've made an official comeback now. :D

Even with the slight inactivity, this LDC was a great one still and I hope we continue to have more great LDCs in the future.
"I treat everyone equally, depending on how much I like them." ~Me
The below image is a montage of my individual highest placing LDC creations, as a reminder to myself that level designing is a part of my life that I can't just leave behind

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SM63 Level Designer Contest Winner
LDC #30: Finale/The Ultimate Battle

Thumbs Up given: 226 times
Thumbs Up received: 611 times

Re: 30th SM63 Level Designer Contest

Postby l.m » December 27th, 2015, 5:26 am

TIME TO SLAM
A FAREWELL TO ARMS - MessengerOfDreams and Vesoralla: show
Gameplay
9.5/10

Oh boy. That was quite a chaotic trip. And I grant you bonus points for that. You performed the chaotic environment and the war quite well. Though it did cost me several tries to get through the chaotic area in Stranded, and I was not amused by the lack of checkpoints there, considering the amount of time it took for me to load the level at every try. I had a really fun time with the platforming, however, and it was very diversified.

The story was yet again amazing, though I was kinda expecting to see something different from the usual “where am I, what am I doing here” intro. Overall, the development affected my gameplay a lot, in a good way, and I’m glad it did, at least.

Anyways, it was a really outstanding adventure, even with its flaws and moments of frustration due to the ambitiousness of the project, and I'm eagerly expecting more of these.
Scenery
4.75/5

In both Stranded and Baptism, the graphics were divine, regardless of the area. I couldn’t see the same beauty in Nucleus, though. It was such a mess of tiles and items clashing together that took some part in my gameplay, and it didn’t feel like it was crafted as carefully as the other two levels. It was good for what you wanted to achieve, however.
Miscellaneous
3.5/5

[+0.75] Mario Segalli? That name rings a bell…

[+0.25] Specially amazing music choices. Without them, the story just wouldn’t be the same. I would probably just use M83 for every area though.

[+0.25:] I liked how you deliberately gave hints to the checkpoints in some areas.

[-0.0] Little bugs compilation:

It was possible to press that switch inside the wooden box in the very beginning of Nucleus.

If you time it correctly, you can still grab the fake Shine Sprite over the tower.

Sometimes, when I crossed transitions in any of the levels, it would teleport Mario out of the boundaries, making my frustration levels go up in 1% every time it happened.

There was a very very very very very small water misplacement in Baptism but I’m just mentioning it because I can.


Those are just small bugs, though, so I won’t reduce points.

[-0.75] The loading time and the lag were already big generally, but in Stranded, the loading time was so big it took me another computer to load it.
TOTAL
17.75/20

Freedom For All - 1018peter: show
Gameplay
8/10

That’s another great shot for this section. The experience I had with gameplay was great in the first areas. But things got complicated in the section with the water and the underwater flames. There was indeed quite a bit of lag there, and the delay of the warp pipes affected my timing a lot, making it really difficult to leave that area without damage, even if the timing was precise. Another quite troublesome area was the part with the moving flames (which by the way is a really neato effect you did there. It probably did cost you a lot of time though). The section for the switch was strictly timed, and when I finally got past it, the moving flames would get into my direction and blast my butt off to the beginning.

Also, would like to note that, as decent as the nonlinear attempt you made was, it would still end up being pretty confusing at times, and that’s something not even zooming out could fix.

Getting the flaws out of the way, generally I had a great time with that level. I like the heated environment your levels usually have, but this one was literally heated. With fire. The frustration parts did end up on me shouting on the Chat occasionally and consecutively generating a heated discussion but overall, wouldn’t expect less from that, Peter.
Scenery
4/5

Good, but somehow failed to stand out. Really simple tile mashing; it didn't catch my eyes. I'm afraid your worst enemies would grow even bigger if you gave the decoration a deepr shot, though.
Miscellaneous
3.5/5

[+0.5] I like the thing you did with the flames. Even though they still try too hard to make me hate them.

[+0.25] Lots of coins. Nice.

[-0.25:] I wish there wasn’t that amount of lag. Or loading time. Maybe splitting the level would solve it…? I have no idea. But it did affect my playthrough.
TOTAL
15.5/20

The Escape of Fiery Wastes – FluorescenceLight: show
Gameplay
9/10

I really, really, REALLY like the way you design. I had a really fun time with the first level, and save for the in-game bugs that would make me die whenever I was inside the lava close to a block while being Metal Mario, or the minor design flaws such as the area where there was no Invisibility Star nearby and I ended up getting stuck in the third transition, it was excellent.

The second level, though. 1. I don’t see the reason for you to launch that amount of bullet bills in my direction. It made it really messy; I couldn’t understand what was going on. 2. That door there was unnecessarily difficult to reach. But apart from that, it was small, but challenging section, and I appreciate that.
Scenery
5/5

A-M-A-Z-I-N-G. I honestly have nothing to complain here. You used the tiles and the decoration well, to a point where there was balance between the scenery and the loading time, and I really appreciate that.
Miscellaneous
2/5

[-0.25:] Man, that last Red Coin was a pain to find. Then I found out there was a secret warp pipe at the worst point. That’s really unfair.

[-0.25:] Another unfair thing was that forced damage in the first level, in the second transition.

[-0.5]You don’t need to tell me about every step I should take. If it’s obvious enough, the player should be able to figure it out by himself.
TOTAL
16/20

Fake Reality? - ~MP3 Amplifier~: show
Gameplay
9.25/10

Good job there, girl. It looks like your creativity was really seeping out.

Okay, jokes aside, I really like what you did there. It was so amazing to see that you put detail into everything, every platform, and all of the concepts you introduced in a clever way, giving the player a glimpse of the area and then putting work on it later on. As much as you said the lag and the loading time would be a problem, turns out they weren’t much of a hassle in the end, as the level was easy enough to the point where I just died two or three times.
Anyways. Turns out it was the usual Amp work. And it sure worked. Again.
Scenery
4.75/5

When I said I really liked how you put detail into everything, I wasn’t kidding. The graphical aspect of the level is top notch. There are plants everywhere and colors as far as the eye can see, all of that without making it look confusing or messy. I just don’t agree with some choices you made on certain areas, though.
Miscellaneous
3.5/5

[+0.75:] The machine looks BADASS.

[-0.25:] But it was way too damn tight.
TOTAL
17.5/20

The Rampage – Supershroom and Jumbo101: show
Gameplay
7.25/10

The gameplay was… decent. Some areas were entertaining, but sometimes the action gimmicks you used would turn out to be more precise and timing-based, and fairly unfun, like the Wing Cap flight in the first level. Since it wasn’t possible to reach the top with only one triple jump, it required me to make a really precise move and jump over the first koopa and get to the top. Sounds easy. But it cost me major time to do that.

Another thing is that in the Invisibility Cap run in the first level, you didn’t show me clearly how to go back in case I failed. I almost restarted the level before noticing the hidden pipe.

Things got better in the second and third levels though. I really liked the boss battle in the third one. But there were still sections in the second level that would turn out to be a hassle, and that Wing Cap part was one of them. The precision and the timing there was simply too strict.

Apart from those extra challenges, the gameplay turned out to be good. The story was simple, but I don’t believe it was the main point of the series anyways.
Scenery
4.75/5

I don’t really have much to say here. The graphics were flawless at a first point; however, it just got tiresome after a while.
Miscellaneous
3/5

[+0.5:] nice flamethrower usage mmmmmmmmmmmmmmm

[-0.5:] The loading time was really a pain in the back, in all of the levels.
TOTAL
15/20

Bowser’s Last Stand – awesomeguy 99: show
Gameplay
6/10

It was a mess. Really looked like there was no planning or thought behind the levels whatsoever. The structure, although rich, was not eye-pleasant, and some areas were difficult to see at a first point. I can also see you used lots of gimmicks and glitches here and there, but nothing new there either. There wasn’t much consistency; some parts were really easy, other parts were unnecessarily hard.

I could see what your story was referencing to, but I didn't think it was executed well. The moral message in the end didn't have effect.

Overall, it wasn’t memorable. Some parts were good, yes, but the unconsistency hindered it all a bit.
Scenery
3/5

Eh. The entire environment of the level failed to catch my attention, and there was no decoration or effort in making it look good. If anything, those points are given because of the lack of any cutoff and the consistency. Otherwise, mediocre.
Miscellaneous
3/5

[+0.5:] I do appreciate your efforts at making the experience better with the exploration and the laid back narration. Even if it did not work as expected at some point, it’s still a nice try, and I recommend every level creator to follow those steps.

[-0.5:] You know, sometimes it is possible to see how much care the creator has with the player in their levels, and think about every aspect, if it’s going to be fun or not. As for your series though… I think the fact that you used a butterfly to hint a warp pipe explains everything.
TOTAL
12/20

Pikmin 2: Final – cliffy987: show
Gameplay
4/10

Really bland and uninteresting. There was basically no challenge – except for the last part where you tried to put everything in one place, and it didn’t work out well either – and most of the level was just walking and jumping. Even seeing you as a new member, I was hoping something in the likes of Gameplay turn out at least a little better. But don’t let yourself get down because of that.
Scenery
2/5

Same as Gameplay: Bland. No decoration or tile work whatsoever. But it doesn’t make my eyes bleed, fortunately.
Miscellaneous
3/5

Nothing to state here.
TOTAL
9/20

Zone Control – Karyete: show
Gameplay
7.75/10

I had a fairly good time with all of the platforming and the challenges. It was easy to a comfortable point, where I didn’t need any checkpoints, and you knew about it. I’d play it again without having worries. I wish it had a little more action, though.
Scenery
3.75/5

Simple and nice. Even though some areas felt bland, I love the choices you made on certain places (like the Ice Zone <3).
Miscellaneous
3/5

[+0.25:] DOO DODODO DOO DODODO DOO DODODO- oh sorry I was just listening to the alt. music for a while
TOTAL
14.5/20

The End of SM63 – Nenefun4534: show
Gameplay
4.5/10

Decent platforming, though nothing innovating or breathtaking. It was goddamn short, also- the Invincibility Star made it all very easy to rush through the enemies in the third transition.
Scenery
2.5/5

It was clear the Scenery wasn’t a section you put a lot of effort on, but there’s no cutoff (or at least a lot of it). Boring, still.
Miscellaneous
3/5

Nothing to add here.
TOTAL
10/20

X – illusion: show
Gameplay
7.75/10

It was diversified and engaged my exploring instincts, problem is there wasn’t much action, so it ended up being somewhat boring at times. In addition, it also did feel like it was short, and I'd love for the story to be developed deeper.
Scenery
4.5/5

The graphical aspect of the second level was excellently performed. You used the tiles and the items in your favor and successfully created a dead, but yet beautiful atmosphere. The third level also had its beauty, but for a boss battle it went way too much on the lifeless zone.
Miscellaneous
3.5/5

[+0.75] The story itself could have been better, but that alternate ending was an amazing touch. I congratulate you for it.

[-0.25:] Don’t ever make me read signs when I have no time to waste, though.
TOTAL
15.75/20

Switch Factory: The Finale – Christian07: show
Gameplay
8.25/10

It is really hard to describe this one in terms of Gameplay. In one side, it was really confusing, with almost no hints of what to do, and somehow even frustrating, as I would get hit by the massive amount of flame throwers and bullet bills very often. But on the other side, it was really interesting; I liked how you used all of the bullet bills, and the puzzle, even taking time to figure out, was well thought out. An actual challenge. The boss was really fun and challenging, as well.

Overall, it had potential to be a level with great gameplay. But I really had no clue about what to do, and you didn’t give me any hints either.
Scenery
3.5/5

Nice tile mashing. But due to the constant use of the same tile patterns, things got boring and less attractive as I would go through the level.
Miscellaneous
3.5/5

[-0.5] I seriously wish you could’ve added some checkpoints.
TOTAL
15.25/20

Aethereal Garden – Oranjui: show
I’m not going to give you a complete review, rather than just a short comment.

Anyways, just from what you got there, it’s already really good. You have some astounding storytelling potential, and I really expect more from that. The gameplay itself was also quite interesting- Seeing you develop more content into one certain area and making it even more vivid than it looks. The scenery also has its beauty, though I am expecting more of you from that subject.

Overall, it is a great level, and even if it’s unfinished, it still seems really complete. Looking forward for you to complete it and upload it into the portal so you can get your free 5 stars.




OVERALL SCORES: show
MessengerOfDreams and Vesoralla 17.75/20 ~MP3 Amplifier~ 17.5/20 FluorescenceLight 16/20 illusion 15.75/20 1018peter 15.5/20 Christian07 15.25/20 Supershroom and Jumbo101 15/20 Karyete 14.5/20 awesomeguy99 12/20 Nenefun4534 10/20 cliffy987 9/20
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Re: 30th SM63 Level Designer Contest

Postby Supershroom » December 28th, 2015, 12:56 am

I finally come back from a long day trip and see that I got third as wanted. I'm happy now.

HIYA!: show
Eternal Medals Table

MP3: 63 points --> 69 points (you're getting closer, damn)
MoD: 55 points --> 60 points
Veso: 12 points --> 17 points (from 19th to 16th
yours truly: 7 points --> 11 points (from 32nd to 21st
Jumbo: 2 points --> 6 points (from 57th to 34th
Fluorescence: 3 points (new at 55th
Christian: 2 points (new at 59th
Peter: 9 points --> 10 points (from 25th to 24th)

Eternal Score Table
MP3: 301.16 points --> 318.65 points (from 2nd to 1st, as expected)
MoD: 292.31 points --> 309.13 points (from 3rd to 2nd)
Veso: 104.49 points --> 121.31 points (from 20th to 11th)
yours truly: 70.15 points --> 86.50 points (from 27th to 23rd)
Jumbo: 45.73 points --> 62.08 points (from 40th to 29th)
Fluorescence: 14.42 points --> 30.12 points (from 89th all the way up to 55th)
Christian07: 15.53 points (new at 81st)
Peter: 149.20 points --> 164.61 points (stays 7th)
Karyete: 162.81 points --> 177.87 points (stays 6th)
illusion: 14.66 points (new at 88th)
awesomeguy 99: 16.42 points --> 29.90 points (from 77th to 58th)
Nenefun: 9.91 points (new at 129th)
cliffy: 9.34 points (new at 136th)

I'd like to announce as well that Fake Reality climbs 5th place in the Top 10 List for Fun with an average of 9.01! This seems to be our only new Top 10 entrant.

For the WITBLO15, the top 3 placers should be safe, right? I'd like to have our collab as a full series (with Goomba Tale + Bully's Wrath) and FL's entry can be also merged with its prequel Brutal Magma Land.

Also we should update the Tier List now!
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Thank you, FF.

Nan's sig! From the previous Secret Santa event!: show
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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My total SM63 level experience: 2803 levels.
Total coins collected in these: 306800

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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: 30th SM63 Level Designer Contest

Postby ~MP3 Amplifier~ » December 28th, 2015, 5:55 am

Wait, I'm actually in the Fun category? That's a surprise. :3
"I treat everyone equally, depending on how much I like them." ~Me
The below image is a montage of my individual highest placing LDC creations, as a reminder to myself that level designing is a part of my life that I can't just leave behind

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I made this sig so credits to mee :amp smile:
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SM63 Level Designer Contest Winner
LDC #30: Finale/The Ultimate Battle

Thumbs Up given: 226 times
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Re: 30th SM63 Level Designer Contest

Postby Karyete » December 28th, 2015, 6:46 am

Supershroom wrote:Karyete: 162.81 points --> 177.87 points (6th place)


Wait, does that mean, across all members, I have the sixth highest total LDC score?

How, exactly?
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Re: 30th SM63 Level Designer Contest

Postby MessengerOfDreams » December 28th, 2015, 9:17 am

Persistent entrance, no real bombs.
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Re: 30th SM63 Level Designer Contest

Postby Yoshi Boo 118 » December 28th, 2015, 9:19 am

Karyete wrote:
Supershroom wrote:Karyete: 162.81 points --> 177.87 points (6th place)


Wait, does that mean, across all members, I have the sixth highest total LDC score?

How, exactly?


I'm guessing because you've entered a lot of LDCs. So technically speaking, I think someone who averages ~10 pts per LDC could score higher if they entered 20 LDCs versus someone who made perfect 20 pt levels if they only entered 3 LDCs.
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Re: 30th SM63 Level Designer Contest

Postby Supershroom » December 28th, 2015, 9:31 am

MessengerOfDreams wrote:Persistent entrance, no real bombs.

And the wit is that his bombs are still to come if he really wants it, because again we've seen his potential. EDIT: I'm a german mathematician and by this I define a bomb to be something very positive. ^_^
Last edited by Supershroom on December 28th, 2015, 10:06 am, edited 1 time in total.
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Thank you, FF.

Nan's sig! From the previous Secret Santa event!: show
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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Re: 30th SM63 Level Designer Contest

Postby MessengerOfDreams » December 28th, 2015, 9:49 am

Oh? As an American idiom "bomb" means an outright failure.
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My Most Recent Works: show
I switch my signature a lot. If you wanna see some of my past ones, here you go.
Silent Conversations and a Crow's Final Song!
My latest story, and one of my personal favorites. A girl bound in silence finds the words to say to her prospective girlfriend as they visit her religious father in a dusty town on the edge of Kansas, where the crows' migration south brings forth anchored memories, the path to resolution, and a new start.

Form (25quared)
This might be like nothing you've seen before.
Updated Works! Some of my past best and current stuff: show
Writing Works!
Fanfic: Shut Up and Dance
why do I write so much about dancing you don't dance you've never danced in your entire life
lying little ♥♥♥♥ with your ♥♥♥♥ story ♥♥♥♥ you
also Diddy/Lucina <3

Fanfic: Worth a Thousand Words
Because the world needed a Samus/Dedede story
Fanfic: Ecstatic Silence
Just wanted to write and ♥♥♥♥ like this happens, you'd think I'd know better.
Fanfic: Far From the Edge
It's a dance that's been a long time coming for a brand new man and an unchanging woman, but once one takes the plunge there's no falling back up.
Original: Jealous Ghosts of the Mississippi
The story of Rachel meeting Amber after a lifetime of silence and being shunned
Original: Your Hand in Mine
One of my most personal stories about a dangerous romance. Now to be published in a college lit journal!
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Recent LDC Work:
Level Series: Leaves From The Vine (ft Star King)
For the 29th LDC, a theme of grassland taken through the growth of our designing society. Won the 29th LDC!
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Levels at Large:
Level Topic: Collection of MoD's Levels!
If you've ever wanted to see any level I made worth a damn, go here! From the quiet 14th LDC entrant Finis to the megasmash level series Dark, you can find links here!
"You were always a revolutionary, now there's just less of a chance of you crying in the corner." ~Ridder
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MessengerOfDreams
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Winter
2016 Story Contest

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Re: 30th SM63 Level Designer Contest

Postby Karyete » December 28th, 2015, 10:38 am

I've not had many failures but I've not had any significant successes either. Once the 4th LLLDC or 31st LDC rolls around I'm determined to change that, instead of just staying as a mediocre designer.
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Major credit goes to l.m for this!

Museum of Monsters

Most recent SM63 / LL level: Flickering Forest
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Karyete
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Location: Yes

LL Level Designer Contest Winner
LL LDC #4: Ruins/Temple

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