~The √25th 25quared Contest~

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Re: ~The √25th 25quared Contest~

Postby Supershroom » April 6th, 2016, 11:26 pm

what if all of this happened 10 days later and the judgings were completed on April 17th ...
Image

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)
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Re: ~The √25th 25quared Contest~

Postby npromin1 » April 8th, 2016, 2:30 pm

Supershroom wrote:what if all of this happened 10 days later and the judgings were completed on April 17th ...

That would literally be the least convenient time for me.
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Re: ~The √25th 25quared Contest~

Postby Charcoal » April 8th, 2016, 3:36 pm

Supershroom wrote:what if all of this happened 10 days later and the judgings were completed on April 17th ...

Is that a significant date or something?
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Re: ~The √25th 25quared Contest~

Postby npromin1 » April 8th, 2016, 3:40 pm

Maybe..............
Not saying anything though
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Re: ~The √25th 25quared Contest~

Postby Supershroom » April 9th, 2016, 1:05 am

Emelia K. Fletcher wrote:Results releasing sometime on the 9th, the next square number of the month.

that was the "joke", if we had done everything 10 days later, including finishing judgings on April 17th, the next square number to wait would have been the 25th.

(ftr I didn't mind "waiting" these two days and yeah let's roll out the carpet)
Image

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
User avatar
Supershroom
Our local SM63 Spielberg

 
Posts: 1802
Joined: June 21st, 2014, 5:22 am
Location: Filmstudio for SM63. Sometimes also LL.

Runouw Votes Winner
New Years 2016: Best Level Winner (Ride Through The Mines)

Thumbs Up given: 244 times
Thumbs Up received: 126 times

Re: ~The √25th 25quared Contest~

Thumbs up x1

Postby *Emelia K. Fletcher » April 9th, 2016, 8:54 am

The results are in! The two weeks of judging are complete, and I am proud to announce...









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In fifth place:
Yurimaster/-Zero, with Chromos Themepark!













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In joint fourth place:
Supershroom, with Mini-Ride through the Mines!
















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In joint fourth place:
Forgotten, with The Ancient Future!
























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In third place:
Oranjui, with Flambé!



































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In second place:
Asterocrat, with Treetop Treasure!




















































Image
In first place:
Vesorella, with Emerwood!
















Eleven entrants, and some exceptional work - not a single score under 13! A round of applause for everybody!

Here are the full stats, arranged in great tables with sweet colours for Maximum Usage.

Or, I mean, if you hate formatting and fun, the full results are also here.

Emerwood, Vesoralla -- 1st, 16.617
Treetop Treasure, Asterocrat -- 2nd 15.917
Flambé, Oranjui -- 3rd, 15.583
The Ancient Future, Forgotten, 4.5th -- 15.333
Mini-Ride through the Mines, Supershroom -- 4.5th, 15.333
Chromos Themepark, -Zero -- 6th, 15.167
Frost Citadel, FluorescenceLight -- 7th, 14.667
Hurry!, NuclearBlaze -- 8th, 14.25
Half-Minute Mario, NanTheDark -- 9th, 13.917
The Engima of Dreams, npromin1 -- 10th, 13.667
Dipenumbra Volitation, *Emelia K. Fletcher -- 11th, 13.25
Lighthouse, Raiyuuni -- N/A
The Untitled Level, BrawlerEX -- N/A




And there we go! Have a good day, and keep it civil!
Last edited by *Emelia K. Fletcher on April 10th, 2016, 6:17 am, edited 2 times in total.


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Re: ~The √25th 25quared Contest~

Thumbs up x1

Postby *Emelia K. Fletcher » April 9th, 2016, 8:56 am

and my judgings are here

Spoiler: show
NOTES: I judge by Graphics. It means nothing; Graphics and Scenery are practically synonymous. If you take issue with a judging, please make a post, and be civil about it.

Supershroom - Mini-Ride through the Mines
Gameplay: 7.5/10
It's frustrating to work through the first few tries given that there are no indications as to what is safe, leaving the player to trial what they can do until they have an idea of how they can do it. The centrepiece completely confused me at first, but eventually on my final try I hung around long enough to realise the Shine was being obscured by a timer block. I'm not too much a fan of the kind of level the player is required to learn purely through their own devices, since it is good practice to give the player at least the path to the ideas you want to have. This level is quite fine nonetheless, given one has perseverence and feels up to a few irritating deaths.
Graphics: 3.5/5
A clear terrain structure with good decoration, although it'd be nice if the bottom area was made clearer in terms of what's actually down there, since every time I get to it I find myself trusting in blind luck to get me to the left. Flamethrower traps could use some better indication.
Other: 3/5
+0: Nice alternate music, but not quite complementary enough to net any extra points.
OVERALL: 14/20


Raiyuuni - Lighthouse
[n/a]


FluorescenceLight - Frost Citadel
Gameplay: 6.5/10
Most of this, I was fine with. I in fact quite enjoyed it. What I started taking issue with was the confusingly presented water-door section. I don't know if there was any rigour to it, or if the player is simply meant to rely on luck to pass through. Where the player is sent on failing, by the way, is not obvious, and I had to actually move around before I could see where Mario was, and given that moving blindly is a very bad idea in many hypothetical platforming situations, I think this was a misstep.
A very key point, however, is that one of the coins is uncollectable, since it is above a door, swimming upwards requires you to press up, and doors are very generous in their hitbox where Mario can press up to enter, and in this level, irreversibly progress. What kind of compounded this fact is that the bottom-rightmost red coin, the one suspended above a cramped, bottomless pit which the player cannot see clearly, was the most frustrating death you could deliver after having progressed through what amounts to the entire level.
Most of the gameplay is fine. Where water is is fairly hard to see given the white-blue palette of the entire level. I enjoyed the springboard part once I realised what was happening. I was pleasantly surprised the flame hitboxes did not cause any unfair damage. I then got crushed against the ceiling on the second try in the moving-ice-block lattice because of the impossible to understand timing, and stopped playing. I have not beaten this level, and do not fancy doing so, given that I know how easy discarding all progress is right at the end.
Graphics: 3.25/5
It looks well-presented, but very cramped and hard to parse. It's an understandable desire to fit as much as possible as you can within a 25x25 space, but when the player fails to understand the level by looking at its numerous tiny, busy compartments, you are beginning to sacrifice fun. This is not to say I don't like the look, since it is presented as a pleasant snowy area. It's simply worth remembering that SM63 was never designed to look good in compressed areas.
Other: 3.5/5
+0.5: Appropriate music that I warmed (ha) to after a couple of seconds.
OVERALL: 13.25/20


Vesoralla - Emerwood
Gameplay: 9/10
An intense, organically explorative level - this kind of level construction requires a balance struck between being so trivial it defeats the point of exploration, and being so punishing it defies the joy of exploration. You've done it nicely, in a level where the player is not immediately beseiged, but rather starts in an open space, and moves into catacombs with miniature obstacles that never make the player feel cheated, but rather simply give them something to remember to work around. It's an immersive kind of experience, and a proficiently executed one. I appreciate the access players have to more than one way to maneuver through the level, which seems to be something not many people wish to do nowadays, foregoing it for tight, linear methods with one solution. The tight, intentionally obscuring design does lead to a little vagueness in movement and goal, but the ultimate feeling of progression comes through, and that is what matters.
Graphics: 4/5
And how beautifully, chaotically done. It feels overgrown, crowded, yet encouraging, and crucially, complementary to the gameplay. Maybe a tad excessive, although I'm sure the fact SM63 provides little variation in decoration is to blame here. The same amount of decoration done in a cohesively non-repetitive style would very much feel correct.
Other: 3.75/5
+0.75: Very appropriate alternate music, of a remote forest's tone.
OVERALL: 16.75/20


Oranjui - Flambé
Gameplay: 9/10
I think I've experienced the exact thing you want a player to think when they retry: "alright, I've got this". This is a tight nonlinear-linear-type level that wraps on itself in extremely clever ways - it never feels choking or cramped either, but rather gives you as much room as you need to go through. I died quite a few times, but not once did I get discouraged, because of how slick the level is in terms of letting you execute it. I'd complain about the bottom part's relative jankiness, but it didn't put me off enough to eventually beat the level.
Graphics: 4/5
One thing I think people always forget about is how simply SM63 itself was designed in parts without suffering - this is a clean, effective design with excellent tiling choices and absolutely no clutter. Decoration sprites do not exactly go amiss here, since adding any would begin detracting. Simplicity in itself not all too aesthetically indulging, so I'd have to deduct a point there.
Other: 4/5
+1: Honestly, I'm surprised at the track still. It's great. Maybe not wholly fitting to the more industrially concrete look, but carries the player along all too well.
OVERALL: 17/20


Forgotten - The Ancient Future
Gameplay: 7.75/10
An assemblage of miniature setpieces that nicely knot together. Issue taken with the not-all-too-precise powerup avoidance segment near the top and the touch-and-go platforms messing with Mario's movement repeatedly, but otherwise a cleanly done non-linear work. Props for a puzzle that hits the right level of obscurity and accessibility.
Graphics: 4.5/5
I have no complaints here, actually, disregarding the background tiles that I always confuse for what might be solid, eventually second-guessing everything. They're nice, but please leave them in the clock, starving to death, where they belong. Slightly cluttered decoration in parts, but deducting too many points for it would probably cause a riot from everyone who backs it.
Other: 3.75/5
+0.75: Ape Escape has a decently hit-or-miss soundtrack for a lot of people, but I like this track. It's a good track. Fits well.
OVERALL: 16/20


NanTheDark - Half-Minute Mario
Gameplay: 7.5/10
An enjoyable exercise in pathing. I assume the thirty seconds allotted are for /collecting/ all the Silver Stars, since the Shine animation itself takes seconds off the timer. Not much else can be awarded here.
Graphics: 2/5
Making anything look good with timer blocks is predestined to fail, so I can't really point any true flaws out here.
Other: 3.5/5
+0.25: Alternate music is decent, if only acceptably fitting.
+0.25: Achievement system is a nice touch.
OVERALL: 13/20


NuclearBlaze - Hurry!
Gameplay: 7.5/10
A speedrun gauntlet is a fun idea, and a 25x25 level is perfect for a bitesized chunk that can be repeated without becoming tiresome. Points deducted for relative blandness and perhaps wasted potential in the wider paths that present very little in the way of constructiveness to the level. No, crowding your level with features is not a good idea, but using space generously can eventually detract.
Graphics: 3/5
Consistently decorated, perhaps slightly blander than it could've been. No complaints otherwise.
Other: 3.75/5
+0.75: Alternate music fits well.
OVERALL: 14.25/20


npromin1 - The Enigma of Dreams
Gameplay: 8/10
A haphazard fusion of many segments that works surprisingly well. Poor choice in squashing action right against the top, where the HUD interferes with invisibility - some unfair damage taken. Bottom boundary's platform unintuitive even if indicated, since Mario disappears out of view and the player does not know what is happening the first time. Still do not know what the hint about reading a book was referring to. No complaints otherwise; a solid execution.
Graphics: 2/5
Lag on zooming out fully should be an indicator of your overdecoration. It's tolerable, but it's painful to interpret given the cacophonous conflict coming out of every tile being melded together and every decoration lying everywhere.
Other: 2.5/5
-0.5: The music is okay, but does not fit all too well, given how non-nightmarish the level is presented as. The level's backstory is incomprehensibly written and seems largely to try and wield much, much too much pathos in a Flash game about Mario.
OVERALL: 12.5/20


Asterocrat - Treetop Treasure
Gameplay: 8/10
A nice, well-constructed application of your Bullet Bill-block interaction theme within a concise setpiece. Points taken for the relative difficulty in the cross-flame Bullet Bill knocking since the timing is so tight as to force damage in some cases, for the excessive hitboxes of spikes in areas and for the relative randomness of the Bullet Bill's falling pattern, as well as the esotericity of the whole idea of Bullet Bills breaking blocks for someone who has never encountered it before.
Graphics: 5/5
No complaints possible. Expertly laid to allow the player free roam of an otherwise quite precise level, no overdecoration in any parts, no plainness in any parts.
Other: 3.75/5
+0.75: Alternate music fits very well, if slightly at odds with repeatedly knocking down rainbow-flashing anthropomorphic bullets.
OVERALL: 16.75/20


-Zero - Chromos Themepark
Gameplay: 8/10
First playthrough: died by being crushed when the bottom blockpusher started moving back. Immediate time-sensitivity is not a fun way to start off a level; let the player take at least a moment to look at what is happening.
Second playthrough: immediately got the Silver Star shine by accident. I assume this was added to take advantage of a bug.
Third playthrough: messed up second section by wasting a phase; blocks fell out of sync.
Fourth playthrough: cleared in one shot. A very entertaining collection of attractions, and special props to the water-buoyant platform puzzle section, as well as its combination with block-breaking - I honestly want to see more of these. Lava section was interesting if alarmingly compact. This level is fun when the player knows what is happening.
Graphics: 2/5
You're probably aware that the level looks extremely disjointed and does not communicate well with the player; the colour-thematic sectioning is a nice idea, but checkered tiles are not an aid to anything but being confusing. Decoration is nice otherwise, with clear effort put in. Perhaps tend towards a more minimal look for dense levels.
Other: 3.5/5
+0.5: Alternate music a decent complement to the level's idea of a themepark.
OVERALL: 13.5/20


BrawlerEX - The Untitled Level
Gameplay:
Graphics:
Other:
OVERALL: ♥♥♥♥ you, comma,


*Emelia K. Fletcher - dipenumbra volitation
[n/a]


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Re: ~The √25th 25quared Contest~

Thumbs up x2

Postby Supershroom » April 9th, 2016, 9:03 am

Hello: show
Note for everyone: When there’s any sort of power cap, its activation will mess up with the alt music if you play with the LD only version. If you use caps, hint us to the in-game designer, where we can mute the unwanted sounds via the “Options” menu. (or any future host could put this into the Vault OP for convenience)



Mini-ride through the Mines – Supershroom

(blatant trolling ahead)

GAMEPLAY: 9 Quite excellent room arrangement, just not enough coins … the battle idea is well thoughout with adding a bully and having a 20-seconds-durance, right enough so you often finish with one health only :twisted:

GRAPHICS: 5 self-explanatory, congratz, actually RTTM concept isn’t something you can have any flaws with

OTHER: 3.5
+0.5 lovely alt music, how could you not expect if Yuri donates you one
+0.5 good effort on the mini-blosses and on preventing glitches
-0.5 not crediting Jumbo for flame waves how can you

TOTAL 17.5 we mite hav winrar

... Yeah I've hoped.



Lighthouse – Raiyuuni

*looks at code*

lol, not even correct dimensions, what have you been smoking

DQ’d



Frost Citadel – FluorescenceLight


GAMEPLAY: 7.5 On the first playthrough, it was still confusing to see where there are the exits of the doors which lead right into water. Especially you could have swapped the positions of the first two doors, that would be more intuitive. The larger rooms with the many small blocks, bullet bills and later the bouncing area were fun, and the amount of coins was satisfyingly high :3 But there were also a few slight problems with the flames in the left-middle room, since with an invisibility cap, you could be stuck on the flames without falling down to the red coin.

The central segment with the many doors was rather pointless. It was not much more than a retarding momentum, and the two pairs of doors had no clue to which one would bring you further – lucky enough, you couldn’t die from choosing the wrong one twice. All what these rooms did is taking space away, space that you would have needed urgently because at the last two rooms on the bottom, the camera cuts off the half bottom tile and you’re partially walking blindly, especially on the right side there could be an annoying death on the finish line, and grabbing the last mushroom is even more audacious.

GRAPHICS: 4.25 Such an amount of background tile mish-mash can quickly be too much ... especially at the places with water, a bit more free space and less camouflaging effects of doors would do well. There’s also a strong contast in the center between brown tiles and icy tiles. Otherwise, foreground tiling and item arrangement is well-executed.

OTHER: 3.25
+0.5: quite a good amount of effort, despite being partially misleading.
-0.25: one block in the first room can squash you into the room above.
Note: Avoid signs stating the obvious like “Oh god .... flames in icy citadel?”.

TOTAL: 15 This suffered a bit from unsufficient testing, too much camouflaging and an unlucky room arrangement. If you hold on the enjoyable concepts (the larger rooms, the amount of coins), you can certainly do better next time.



Emerwood – Vesoralla

GAMEPLAY: 9.25 This was a very nice example on how to pull off an effective puzzle without getting lost, and how to connect various side-quests within a tight space. The arrows for orientation were really useful. Two slight annoyances were the big bully (fatass and inconvenient to pass by nature) and the one metal cage in the top right corner, beneath a Bowser tile (this can have you squashed for glitchy reasons).

GRAPHICS: 4 Very crowded, especially in the upper half it feels like there is too much décor, and generally there’s a bit too much jumbling of different tiles here and there. Otherwise appealing and well-structured.

OTHER: 3.75
+0.5: props for transpassable blocks usage and overall effort
+0.25: more props for DKC2 music

TOTAL: 17 Very lovely effort. Just make it a bit less crowded and tight, and it’s even more marvellous!



Flambé - Oranjui

GAMEPLAY: 8.5 Overall, this was a really clever puzzle (or at least a clever non-linear level). The amount of difficulty was not too much, yet it had a few hiccups. The two rows of many bullet bills spawning felt a little pointless and retarding, and after pressing the switch, some forced damage comes from the two enemies in that corner (you could have removed these or simply guided the player back up). The last, lowest section is where the little pain begins – all stuff there is quite cramped, and so you may hope for a bit of luck on getting past the block figure without falling in a pit, and you also forced us to backtrack the way. I’ve thought the level would be uncompleteable now at the flipping platform, since for camera reasons, I didn’t see the rescuing green platform. It’s not a big damage to gameplay, but still I felt unnecessarily scared. You could have simply put the row with the cannon one tile higher (and by the way, getting the 4th silver star in the bottom left corner via bouncing on the bullet bill is also an interesting thing).

After having all five silver stars, I’ve reached the Shine Sprite ledge with one phenomenally spectacular cannonshot. Overall, I’ve enjoyed the experience.

GRAPHICS: 3.75 Most of it consists of foreground tiles, where there are varied structures but still, only two types (red brick, large brick) makes up for 90% of it. The Bowser castle background is fine atmospheric-wise, but a few more background tiles would make this look far more interesting, as well as some rocks or fences to connect things. Try to be a bit more brave next time!

OTHER: 3.5
+0.5 for some noteworthy effort put into the course layout
+0.25 that SU soundtrack is a bit stormy but adds up well for the atmosphere
-0.25: slight lag noted

TOTAL: 15.75 Yeah … lackluster graphics and the bottom path are the biggest letdown of it. Still, a good first time when you’ve really completed something for an LDC.



The Ancient Future - Forgotten

GAMEPLAY: 8 First off, my two major “complaints”: Every time I fall down from the upper area (or have to go back anyway due to how the puzzle level is arranged), I have to activate the two hidden touch-and-go platforms again, which is a challenging task platforming-wise, and therefore good to be only executed once. (Solution: Hidden pipe). Second, the last challenge of avoiding the invincibility stars is a real impediment when you’re on the way to finish everything off with the last silver star. It took me many tries figuring it out, and each time I fell completely down, or at least had to go through the doors again.

Everything else was really clever and inventive. Just with these two annoyances the level usually drags a lot more than it actually should.

GRAPHICS: 5 Wow, very good and quite flawless job on that. The special tiles, disabled bone goonies and the flower formed of arrows are fantastic. The only unnecessary letdown is the grass cutoff beneath the castle ceiling tiles, yet that’s minor compared to this awesome décorating technique.

OTHER: 3.5
+0.75: Fascinating effort and clever puzzles.
+0.25: The illustred way to encrypt the correct doors, actually too hard for me to figure out
-0.5: Not fond with the music, it’s kinda too wild for a space setting.

TOTAL: 16.5 Another strong contender. More carefulness in puzzle-planning and testing would have made an already lovely level really phenomenal.



Half-Minute Mario - NanTheDark

GAMEPLAY: 9.5 Wow. I must say, I’m really positively surprised how addicting this challenge was until I finally got it. The flamethrowers were a little bit annoying but overall the space arrangement is fantastic, as well as the concept that prevents you from dying with pain, you can reset the timer as often as you want, and still there’s this ravenous ambition of getting it done without any reset, and the course layout makes it possible.

One little note, though, you could connect the “Hunter” and “Mercenary” awards with “... and only reset the timer once / twice”. Because with arbitrarily many resets these aren’t real awards like the others are.

GRAPHICS: 3 ... yeah. It’s obviously hard to work with switch tiles which are layered behind all kinds of items. But still, the background tile areas are rather discrete in the way they connect to each other, with very few variation and noticeable contrasts between the corners. There could be a better atmosphere

OTHER: 3.75
+0.75 for TWO really sweet, speedy, atmospheric alternate musics. Very well chosen, as we knew you can do that. :>

TOTAL: 16.25 Try more stuff with graphics, you’re a strong designer!



Hurry! – Nuclear_Blaze

GAMEPLAY: 8.5 The difficulty of this level is not overlookable but hey, you’ve got a really cool concept working here, with the building being buried from the top. Speedrun challenges are always extra exciting. But during this race, there is stuff which is not always safe for work, e.g. the jumps on the narrow ledges with a blue coin or a vertical bone platform (teleporting effect), the crushing ledge, or the big boos as well, all of these can screw you up badly sometimes. This speedrun challenge would be pulled off even better with both less time available AND a bit less obnoxious obstacles. Sometimes there’s sovereign winning, sometimes there are frustrating deaths.

GRAPHICS: 4 A lovely atmosphere in a building which is already crumbling by its design. But there are several other sorts of dark grey-ish tiles which could give support. The butterflies are a bit off, and the block is unsharp since it’s so large, several smaller blocks of the same kind would have given this a better contour.

OTHER: 3.5
+0.5: Generic, but still fitting music choice.
+0.25: Kudos for plot and room arrangement overall
-0.25: The final sign before the Shine Sprite is messed up since you worked on the level in a pop-up window. If you make your level with the in-game designer or a new tab with the pop-up window’s adress, the sign codes are transferred correctly into ASCII symbols (%20, %3C etc).

TOTAL: 16 Quite a strong score for you to start with, nice job.



The Enigma of Nightmares - npromin1

GAMEPLAY: 9.25 The streak of smart puzzles continues, though the lava jump against the triangles was a bit tricky and mildly annoying. There are some long ways to go and another red coin was quite “maliciously” hidden (behind the tree!) but overall this was another fun experience and the amount of coins is lovely as well.

GRAPHICS: 4.25 A large bunch of stuff filled in there, a little bit over-crowded but very varied. You’ve made a clever use of many different tiles, they blend well together despite a few contrasts, and various themes are executed well. Yet at a few places it would have been good to have a little bit less background tiling, especially where it still clashes with landscape.

OTHER: 3.25
+0.5: Very clever way to prevent the natural border blindness cutoff with the block rows.
+0.5: also sweet plot
-0.25: not really fond with the alternate music, sorry …
-0.5: quite some heavy lag at the start.
Note: Add spaces after commas.

TOTAL: 16.75 A very, VERY strong debutant. If you hold on tight, you have a great future, dude.



Treetop Treasure - Asterocrat

GAMEPLAY: 8 Another lovely course layout and interesting objective, but the one point that subtracted from the gameplay was the bullet bills being invincible, though. Stomping down several ones of them was annoyingly slow. It would have been more convenient if it was simply a normal bullet bill breaking the block, and the player going back down, maybe even on a slightly alternated path. With that, the arrows would also be less confusing.

GRAPHICS: 4.75 Yeah, there are minor complaints only, if anything, and that is the Castle Wall background tiles on top of the Gold tile pillars being a little bit cut-offy. Overall, this is marvellous SK-trademark stuff.

OTHER: 3.25
+0.5: Good, noteworthy effort overall.
-0.25: The silver star at the beginning for the sake of making the ruins glow right after entering the level is pretty superfluous.

TOTAL: 16 Yeah man, stop bashing yourself so hard, even though you meant to be sarcastic :333 And who knows, maybe this could get your long-desired 4th place ...



Chromos Themepark - Yurimaster

(or -Zero but two hyphens in a row look odd)

GAMEPLAY: 8.75 Lovely gameplay in general, yet at some occasions the crampedness was rather perceptible. The yellow sector gave already a clever start with moving forward and backward, even though there wasn’t much to do there. The green sector was a little bit too demanding, with the bully spikes being dodged at the last moment if indeed, there should be one tunnel / torsion less IMO. For blue, the second water room was pretty much like the first one (a bit superfluous). The best sector was obviously the red one. Overall, a quite exciting experience.

GRAPHICS: 4.25 It’s really colourful, and the assignment between colours and quadrants is coherent, yet it feels like too much tiling variation and not enough free space. The grass ground tiles in the green sector are cutoff, technically, and could be omitted.

OTHER: 3
+0.5: fancy, entertaining music choice
+0.5: very uncommon and brave spacing, even if it ends up being a little too cramped as noted above
-0.25: mild lag, still …

Now, an unfortunate -0.75: The entire silver star side-quest is kinda too much for a 25quared level with four rooms already. First off, it took a time to figure out that all of the italic words encrypt the doors / pipes to take. Then, at the quiz, there are bad showings of camera disrupts due to the forced remote position, and you’ve also accidentally messed up the first question: The 2nd room is the green room and the 3rd room is the blue room, so the correct answer is “No” and not “Yes”.

TOTAL: 16 Yeah, you’ve been very brave and in a few ways you’ve been a bit too brave. Still it’s a world-class demonstration and it could gather you one of the medals you’re not having yet. :3



The Untitled Level – BrawlerEX

... at least you could have left a note that we need the in-game designer to see the water bottles. And if you had not locked up the upper half, I might have even given this a "serious" judging with a few bucks (... yeah, I know, joke level is joke level)

But so ...

Image



Dipenumbra Volitation – *Emelia K. Fletcher

GAMEPLAY: 7.5 It was a farely fluid yet not impressive red-coin hunt, and there were other aspects missing, such as enemies and coins. Some of the red coins are directly on the main path, one or two of them could have been hidden more towards the borders. Since it’s still enjoyable for a quick, simple run, it ends up with a three-quarter score.

GRAPHICS: 3.25 Many spaces are empty and bland, e.g. the top left corner with the very large block in water. The cave ground is nice but it could still be larger and use a few more décor. Many stuff like the long straight vines is rather basic but there are no real flaws either.

OTHER: 2.75
+0.25 for sweet usage of Tilted Platform glitch
-0.5: low effort and no alternate music

TOTAL: 13.5 That probably didn’t cut it. Next time, try to fill more space!



Current Overall standings:

0. Supershroom (you muddafukka) (17.5)
1. Vesoralla (17)
2. npromin1 (16.75)
3. Forgotten (16.5)
4. NanTheDark (16.25)
5. -Zero, Nuclear_Blaze, Asterocrat (16)
6. Oranjui (15.75)
7. FluorescenceLight (15)
8. *Emelia K. Fletcher (13.5)
Image

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:
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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)
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Supershroom
Our local SM63 Spielberg

 
Posts: 1802
Joined: June 21st, 2014, 5:22 am
Location: Filmstudio for SM63. Sometimes also LL.

Runouw Votes Winner
New Years 2016: Best Level Winner (Ride Through The Mines)

Thumbs Up given: 244 times
Thumbs Up received: 126 times

Re: ~The √25th 25quared Contest~

Postby MessengerOfDreams » April 9th, 2016, 9:21 am

Veso!!!
Image
Image

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!
-------------------------
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!
--
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
Moderator

Error contacting Twitter
 
Posts: 6615
Joined: August 16th, 2009, 11:31 am
Location: When I figure it out, I'll let you know.

Winter
2016 Story Contest

Thumbs Up given: 519 times
Thumbs Up received: 707 times

Re: ~The √25th 25quared Contest~

Postby Forgotten » April 9th, 2016, 9:56 am

Yeah! 4th place isn't so bad, I thought I would be way lower actually. Congrats everybody though. :awe:

I've considered that power-up avoidance bridge could be annoying to have to go back to the top again after falling off from it, but I never thought about using a hidden pipe...

gg :P
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Forgotten
As Ninja As Myst

 
Posts: 128
Joined: August 10th, 2015, 8:19 pm
Location: I forgot...

Art Contest Winner
8th Art Contest - Nature

Thumbs Up given: 19 times
Thumbs Up received: 28 times

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