here is my cc11 entry!
i know it's a bit late for this but i didnt knew if i wanted to post it or not, well, here it is!
screen:
Spoiler: show

http://www.mediafire.com/download/hjga6 ... ungeon.zip
and since we are all pretty lazy around here, reviews
Spoiler: show
24. witchking666 - Ludwig's Dark Dungeon (7.46/10)
Bomber57 (8.75/10)
This was a real strong level, even though it didn't end with a boss due to time constraints. A few things didn't fit well, like the green SMB3 pipes which wound up being a bit of an eyesore. This level has some cool concepts, and I like what you did with the chain platforms and the magic sparkles indicating what they do. Though, this level has a common glitch with the chain platforms. Chain platforms will slide mario around when there are other moving layers. A way to prevent this is to change the chains into BGO and use invisible vine NPCs as the climbable part. This will prevent the glitch. This level also implements the bowser laser statues pretty nicely by having them switch on and off on a set timer.
bossedit8 (7.25/10)
Liked the level with the whole dark atmosphere throughout the level and for sure I liked the obstacles and I do like the variety like gimmick wise and such. I do find some of the areas empty though like enemy placements for example. Some secrets involved for sure but there's one secret that's filled with cheese... hehee. The rest is just average castle area but it was pretty decent. There's no boss for ya though but at least there's a star for you to collect before the boss room.
chad (7.0/10)
This level is entertainingly tricky, requiring some careful lava jumps and statue dodging from the player while offering some really neat gimmicks with the fences. The layout of the level is rather intricate, and the enemy placement is generally pretty good, so the level offers a good experience in terms of its core design and gameplay, and you did a nice job of setting up the lasers. However, there are a few aspects which feel somewhat off, such as the moving layer bug with the fences being a recurring theme in the second half of the level once you pass the area with the floating land. If you put invisible vines in front of the fences, you could have negated that problem. The absence of a midpoint is also somewhat of an issue, because the level has no real reason not to have one. It would have been easy to just stick it next to the sign that explains the gimmicks. The presentation was a bit weird too, because practically everything (solid or not) is almost the same color and brightness, making everything sort of blend in with each other. Well, except for the pipes and fences that are somewhat painfully bright by comparison.
Quill (7.8/10)
I thought this was neat! The variation with the nets was an interesting mechanic. It was simple enough and it would have been nice to see more elaborate uses for it for an alternate route or something. This level stood out and really clicked with me. I thought it was fun!
Valtteri (6.5/10)
This is an okay castle level. I kind of like the magic thing at the second half where there were different types of magic moving objects or something.
Bomber57 (8.75/10)
This was a real strong level, even though it didn't end with a boss due to time constraints. A few things didn't fit well, like the green SMB3 pipes which wound up being a bit of an eyesore. This level has some cool concepts, and I like what you did with the chain platforms and the magic sparkles indicating what they do. Though, this level has a common glitch with the chain platforms. Chain platforms will slide mario around when there are other moving layers. A way to prevent this is to change the chains into BGO and use invisible vine NPCs as the climbable part. This will prevent the glitch. This level also implements the bowser laser statues pretty nicely by having them switch on and off on a set timer.
bossedit8 (7.25/10)
Liked the level with the whole dark atmosphere throughout the level and for sure I liked the obstacles and I do like the variety like gimmick wise and such. I do find some of the areas empty though like enemy placements for example. Some secrets involved for sure but there's one secret that's filled with cheese... hehee. The rest is just average castle area but it was pretty decent. There's no boss for ya though but at least there's a star for you to collect before the boss room.
chad (7.0/10)
This level is entertainingly tricky, requiring some careful lava jumps and statue dodging from the player while offering some really neat gimmicks with the fences. The layout of the level is rather intricate, and the enemy placement is generally pretty good, so the level offers a good experience in terms of its core design and gameplay, and you did a nice job of setting up the lasers. However, there are a few aspects which feel somewhat off, such as the moving layer bug with the fences being a recurring theme in the second half of the level once you pass the area with the floating land. If you put invisible vines in front of the fences, you could have negated that problem. The absence of a midpoint is also somewhat of an issue, because the level has no real reason not to have one. It would have been easy to just stick it next to the sign that explains the gimmicks. The presentation was a bit weird too, because practically everything (solid or not) is almost the same color and brightness, making everything sort of blend in with each other. Well, except for the pipes and fences that are somewhat painfully bright by comparison.
Quill (7.8/10)
I thought this was neat! The variation with the nets was an interesting mechanic. It was simple enough and it would have been nice to see more elaborate uses for it for an alternate route or something. This level stood out and really clicked with me. I thought it was fun!
Valtteri (6.5/10)
This is an okay castle level. I kind of like the magic thing at the second half where there were different types of magic moving objects or something.