Community Contest 11 - WE HAVE A WINNER!

Official community level contests.

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Valtteri
Birdo
Birdo
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Joined: Sun Dec 01, 2013 1:16 pm

Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby Valtteri » Sat Aug 15, 2015 10:57 am

Get hyped!

Tier 10 Places 10-3
Spoiler: show
10. Bomber57 - Candlelit Corridors (8.18/10)
  • bossedit8 (9.0/10)
    • Spooky castle area! I really love what you did with the whole shadow throughout the room and then once you hit the switch the whole room gets lighted up at a specific time and then it gets dark again. Your enemies are for sure fitting into the whole castle based area like those bone-clothing enemies and how they behave. Pretty clever although I was kinda afraid at first if I'm even allowed to jump onto them so I spinjumped them to permament death rather than going into their second form but oh well. Dark means more enemies which makes sense since ghosts hates the light but for sure some of them don't really seem to go away even after the light has been activated by the floating torches. The length, the music and the graphics were very well done and nicely chosed so good point right there. The spellbooks was also very nice and how the event plays since eventually if they are about to disappear again, the sound effects gets faster which is a very nice effect right there. Coin placements were kinda low though since there's only 50 throughout the level and your power ups choicements, the fire flowers seems useless for the near-entire part of the level.
    Chad (7.0/10)
    • This was interesting. It starts you off with a standard linear run and gradually transitions into something a bit more explorative as the level progresses. It's decently built the whole way through with a good range and placement of enemies and obstacles, and presents a good level of detail and atmosphere. I like the inclusion of darkness and magic platform gimmicks, as they spice things up by essentially creating two sets of timed challenges working together. The platforms are placed really well for the areas they're in, and the time limit chosen is great for each instance. The darkness gimmick isn't executed as well, however. It distorts the colors so much that it looks bad, and skyrockets the lag for the entire time it was on. It's a good thing I preemptively play contest levels with frameskip disabled and strongly recommend the same for everybody else with this one, because it's really manageable that way, just slow. A better option would have been to clone all of the graphics in this level and darken them, rebuild each section on a different layer, then have the layers and backgrounds switch each time the switch is activated or the time runs out. It'd be a lot of effort to set up, but the block count is low enough that it probably wouldn't lag as bad. Even if it did, it'd at least look a lot better. Other than that, this was decent and fun. Despite the lag, the difficulty is moderate, the layout is simple, and the gimmicks are never too complicated, and each of those are at a good level for keeping the player engaged.
    Quill (8.4/10)
    • This was pretty neat! The light/dark gimmick was simple enough, but it kept the players on their toes to avoid a harder difficulty. The ehogwat reference was cute and it was used effectively. My only real complaint is that the level ended rather anti-climatically.
    Valtteri (8.0/10)
    • This is a rather beautiful level. It's some sort of haunted castle. I quite like the general looks of it, and it's also pretty fun to play. The lights and the curse books are cool but ultimately useless. That doesn't mean you couldn't make them more interesting, though. You could have created more difficult puzzles using them. I can't think of anything to make the light gimmick more significant, though. There are switches everywhere and it's just a thing you need to do every 10 or whatever seconds to hit it to make the extra enemies go away and see the rooms clearly. I find it more irritating than interesting.
    Wind (8.5/10)
    • Oh gee, Shovel Knight graphics! I liked the light gimmick; it reminded me of a stage in Sonic 3. The magic book gimmick was also pretty good (lifted from Shovel Knight :p), but for me the chimes were delayed; they were still playing when the blocks disappeared, but that might just be me... I found this level to be a lot of fun. It didn't overstay its welcome, which was great.
9. Valtteri - Return to Sarasaland (8.21/10)
  • Bomber57 (7.5/10)
    • This level does capture the essence of Super Mario Land. Well, everything except for the shortness of the levels. This level was quite long, and I got to the point where I didn't really want to keep playing. The custom enemies were really cool, and probably acted as close to as they did in SML as possible (never played the games). The level has some moving platforms, which would be fine but all of them, every single one, just changes direction suddenly. I died several times to falling because the platform decided it wanted to suddenly move the other way and I would just fall into the pit below. This was especially apparent when you had to jump from one platform to the other. The boss was pretty easy, not much to say about that one.
    bossedit8 (9.25/10)
    • Lovely SML level revamped into SNES SMB relative to theme and graphics. I really like this level. It takes a lot of elements that are from SML and everything was greatly executed into SMBX. I like the differency of the whole level but that one secret that's incredible hard to reach, once I reach it I only get like a lot of coins... not that I can brag about for coins but well... let's just say... a power up would be nice? At least a hidden one? Of course I only get a lot of coins and then nothing else... oh well. Regular overworld, underwater and then the ruins with several secrets involved throughoutly and it was fun and challenging. Not much to say since it's SML but into SMBX executed but hey... it was a very good level!
    Chad (9.0/10)
    • This is a really impressive usage of SML1 resources. Many of its design conventions are intact and cleverly used to provide unique obstacles to the player, with highly strategic enemy and hazard placements to give the same ones a high variety of different applications. You even made perfectly remade a lot of enemies that SMBX couldn't normally do very easily, and performed many unique gimmicks from the original game. The level includes overworld, underwater, and castle themes to change things up while providing impressive detail in each place, and the difficulty was fair and consistent the whole way through. Even with a huge variation of different hazards, this level demonstrates great control over how new things are properly taught to the player in order to more easily grasp them. It's also creative how the boss's death seamlessly uses a cloned section to enable a cinematic end. The level's fantastic overall, but there are a few rough spots here and there. The falling spikes are impossible to anticipate until they've already descended upon you, and the boss spawning the rocks is somewhat confusing because the way they bounce changes, which is rather difficult with the fireball already being challenging. Some of the moving platforms awkwardly sync as well, which takes away from the ability to make a stable plan to deal with them. They change directions at seemingly abrupt points, so I'm not always sure if one's going to move away just as I go to land on it, although they're still doable. A few more powerups would have been nice too, although the cannonball projectile is a neat little addition.
    Quill (7.8/10)
    • I liked the level's ideas and how well you presented Super Mario Land here. I can really see the effort you put into this level, but man, it's just too long for my liking. It somewhat kills the experience, but the whole level is still pretty solid and the sections are pretty different from each other so it was still pretty fun.
    Wind (7.5/10)
    • This is a pretty nice level! I liked the Super Mario Land style. The bullet bill blasters that came out from the pipes were cool, but that's basically it. The first section is all about platforming, the second section is an underwater section but then it goes back to the same platforming and dealing with the same enemies. It doesn't really spice things up, either. It's pretty boring. Also, there were these random blocks that fell from the ceiling. What is this, I Wanna Be The Guy?
8. Uzendayo - Secret Oriental Castle (8.44/10)
  • Bomber57 (8.0/10)
    • These oriental graphics are pretty nice. You go around the level and collect 8 red coins. This level does that right, because each area that had a red coin felt distinct. The level is rather small, so finding them isn't too crazy difficult either. The platform attached to the top of the one thwomp was pretty cool. Personally, I found the fill tiles for the stone to be a little bit of an eyesore. Probably just how saturated it is.
    bossedit8 (9.0/10)
    • Lovely Paper Mario music choicements right there. I really like what you did with this level and the whole concept of it. This makes the red coin hunting mission fun to be honest. I really love the graphics and the gameplay of this level but even then there's something that I don't like. One, sometimes it feels kinda cramped like at the water area. Second, the black background and the black "door" background is very hard to notice if that's an actual door or not due to visuals. Third there's a Thwomp that has a attachement to a block but once you stand there and if the Thwomp is at the complete top, apparently you glitch through the blocks due to the Thwomp's movement and doing it correctly it can kill you unfairly. The rest was just relatively nice and I really liked it.
    Chad (9.0/10)
    • This was a super enjoyable level! The atmosphere is gorgeous, with an excellent variety of places to visit despite the level being fairly small overall, and each one is crafted really well but each in a completely different way. The mountainside is an upward climb of nicely-arranged sizables, the cave is a small inner passage, the castle exterior is made up of separate layers of rooftops accessed through different means, the interior is a complex wooden maze of enemies and spikes, and the underwater portion is a careful navigation of tight passages. The red coins don't have complicated placements, they just require you to go to every place there is, which is very thoughtful considering it's the one mandatory goal this time around. I really admire the detail as well, especially inside the castle. I can't think of anything that the level really did wrong, anything that it felt it was lacking despite its short length, or anything that really needs to be changed. It squeezed so much into such a small and easily manageable area and everything about it felt good and right. Very impressive work.
    Quill (8.7/10)
    • This was really fun! The area you got to explore looked gorgeous, it was a decent length and the red coins were just generally fun to find. I would have liked to see more secret areas to discover and explore, but that's a bit nitpicky. Overall, excellent job!
    Valtteri (7.5/10)
    • This is an okay red coin challenge type of level. I would get rid of the Thwomps because as much you would like to use them they hardly fit anywhere but classic castle levels. Besides that it's really a nice level. It's a simple 8-coin challenge and it doesn't take it too far.
7. Mudkip - Robotics;Critter Cave (8.57/10)
  • Bomber57 (8.25/10)
    • Woah, this level has a beautiful background, and I can instantly tell who made it :P. As for the level's author, well, it is anyone's guess. I like the way the kirby smoke was implemented, but according to the author it ate up a lot of events. It was cool to see how each one would change the environment. The worm enemies were adorable and I felt bad for stomping on them. At one point you are given two options; an elevator or an endurance room. I quickly discovered that the elevator room is much easier, so there is no reason to go into the endurance room as they both lead to the same destination. The spiky bee spawners throughout the level were really too much a lot of the time, spawning too fast or being around too many other enemies. I could never figure out how to jump out of the water and over the spiny rocks at one point, as my jump would always fall short. The boss was pretty cool, though I think the arena had slippery physics for some reason which threw me off. The boss could've used a little more room when trying to duck under him in his flying phase. The secret star was hidden pretty well (maybe a little too well). Overall this level was very good and had an appealing environment.
    bossedit8 (9.0/10)
    • This was a relatively nice and eventful level we have there. I do like the whole idea that this level provides and such. I really love the gimmick that this level has and it's very original to SMBX. I do find that sometimes it can be a little bit too much by the enemies especially during water after the halfway point since they kept spawning from pipes and getting that one '?' block which is just some coins anyway was a bit cruel. To find the secret star, is a bit tricky since you have to fall at a random point in this level to trigger a switch and such. I really like the challenge though. The boss though, is ok but due to how SMBX works it can break a little bit by the timing and sometimes I find the whole dodging parts a bit difficult at the end and such but yeah.
    Chad (9.0/10)
    • What an incredible and mysterious level! The variety and execution of different events in this level is astounding, and the smoke effect for indicating new areas is absolutely ingenious. The rising and sinking water combines really well with impressively-crafted spike passages, and a switch that chooses the gimmick in the next area offers a rather powerful feeling of control to the player. The elevator section's decent, but very tricky when it comes to flying enemies. They're doable, but a powerup beforehand would probably be good considering the narrow window of opportunity. Even more impressive though is the endurance room. A very simple base design with a wildly-changing interior and the same sets of generators being applied differently is quite the lively series of challenges. The moving sets of block formations near the end are also pretty unique and entertainingly tough to get past. The boss is pretty original and different with a somewhat clear range of attacks, but it's a little excessively difficult at times. When it's just flying low, I couldn't tell when the best time to duck under it would be. Its hitbox is vague and the timing is hard to get down, so it could stand to be a block higher when it does that. The ram is also very sudden, enough so that a sign had to warn me about it. It's not as bad as the hover, but I think a good execution would have been to have it in the ram animation holding still for a second before actually charging, that way there'd be a little more time to react. Other than that, good boss, amazing level.
    Quill (9.1/10)
    • This was pretty great! The idea you presented with the smoke revealing secrets, but it felt a little limited with its use and I wish it would have been used more creativity. How you did it at the start was pretty great. If you ran out of events, you could try reducing the smoke each event triggers by a half. The atmosphere of the level is pretty awesome too! The design itself starts off pretty simple and gets more complex as the level advances, which I thought was a neat touch. The boss was surprisingly pretty good too. His attacks are avoidable but aren't terribly easy and there's some variety in the boss pattern too. Overall, amazing job!
    Valtteri (7.5/10)
    • The trail of poof effects indicating the direction the player should go next is certainly new. The level is quite simple, with an elevator from a dungeon in Invasion 2. Besides that it's very ordinary. The new graphics are cool.
6. bossedit8 - Black Balance Block (8.82/10)
  • Bomber57 (8.5/10)
    • Okay, so I actually liked this one for the majority of the time I played it. The reason the score is low is because the level simply didn't know when to end. After the first section I felt that this was a really good level and uses things people don't normally use in a SMBX level. Then I found a checkpoint. I said "Oh okay, shouldn't be too much more." Then the level kept going, and going, and going. Then there was a SMW star that acted as a checkpoint (thats real clever, actually) and then a boss that simply refused to die. Anyway, the level utilizes all the characters and has you go to different areas with them to activate switches. The level was challenging yet fair here, and once you hit all 5 switches you go in a pipe. There was then a checkpoint and a long section that has you choose between two characters three times. I want to keep this concise so I'll just say the level continues through a few big sections after that, and then has the boss, which was a mother brain with 4 rinkas while you had to deal with moving platforms over a bottomless pit. The only way to hurt her was to hit a trigger block that would shoot some SMB3 Bob-ombs at her. It wouldn't be too bad if the Bob-ombs actually hit, but instead they tended to fly into the pit or waste themselves on the rinkas flying around. The trigger block wasn't around always, so it really led to a long fight where I eventually died because I kept getting hit. The experience was good overall despite the insane length of the level.
    Chad (8.5/10)
    • Well this certainly was an adventure. The level does a spectacular job of using every individual ability that every character has, as well as every capability of their respective mounts. The level is carefully designed to restrict access only to those who can handle the areas that are designed for them, with no unintentional overlap that I could see, and that is quite impressive considering how difficult and careful you'd have to plan all this out to get the entire system to function as well as it does. I especially like Peach's route, and how the switch blocks make you crisscross where you've been and how the spikes and fences are placed. Enabling use of rare functions like Yoshis flying or Link bouncing on spikes is really good, too. There are so many split paths for each character, and all of them are very well made. I also enjoyed the upward propeller section with all the spikes and generating platforms, since those are a very unique and effective way to test the player on progressing that way. However, I found the sections with pink/purple Yoshis and the Flamethrower to be a little excessive. It's interesting that you found uses for nearly everything, but those felt a lot like the other sections and made the level drag on a bit. The SMW Star checkpoint was thoughtful, but I think the level length would have been fine if the second half consisted of only the section directly following the midpoint, the upward propeller section, and the boss. Other than that, the only things I'd really take issue with are how easy it is to get the black/blue Yoshis in the first area despite them not doing anything there, how an excess of scenery makes it a little hard to see things sometimes like the occasional cannon or spikes of almost the same color, and the Rinkas. There are also a few too many during the boss, and although they're reasonably possible on their own, it's sometimes hard to sync your movements with those, the propeller block, and a platform you need to land on. The bombs launching is also a distraction from all of those things at once, and a decrease of Rinkas would help that as they're the biggest problem in the set. The boss as a whole is really unique and climactic, though. The scrolling background, generating platform, propeller block, and method of attack create a great and original airborne battle. Overall, an excellent level with deliberately intricate design with a lot of complex tasks and a high level of visual detail all over the place.
    Quill (9.1/10)
    • This was an incredible level! The use of all five players was done amazingly. Each section for each individudal character used their abilities well and the obstacles present in each were unique and added lots of variety. The second half also had lots of alternate paths so you could try out new paths with a different character if you died. The second half did feel a little too long, but this isn't much of an issue with the Luna-styled checkpoint and the ability to regularly switch to another character with powerups if you get hit with another. The boss was a little crazy. The scrolling background was neat, although a little disorientating. I did like how the boss functioned, though it did get a little repetitive as the fight went on, especially if the bombs happened to miss the boss. Overall though, fantastic job!
    Valtteri (10.0/10)
    • I had to check if you sent me your CC6 entry ("Usage Abilities") because it looked exactly like this. :P Apparently this is a sequel, with the different playables in the spotlight which is great. The warp in the Link zone is placed incorrectly. I like how Link can't stomp enemies. That's how it should be, too. I feel this is a Switch level done right. The start point is a great way to keep track of progress. You know what switches you need to press and why, which motivates you to DO it and enjoy it. Overall it's a really versatile level. Outstanding. The boss is also very good. The scrolling effect is really cool.
    Wind (8.0/10)
    • Oh hey, it's a factory level! I enjoyed the character gimmick; that was pretty neat. The level layout was pretty confusing at first, but I got used to it quick. Everything seemed pretty bland; even the enemies were gray and lacked colour! While I liked how you also had different Yoshi types, things like Peach's bombs were not incorporated, which I feel was a wasted opportunity! Or were they? The level is so big, I probably might have missed them. A bit too big, in fact, since most of the time dying sent me a bit too far back, but the checkpoint star in the end helped. Nothing else to say about the level, really; the boss was pretty cool (I especially liked the rad background).
5. FrozenQuills - Another Typical Lava Level (8.86/10)
  • Bomber57 (9.5/10)
    • The name is deceptive, for this level wasn't just a typical lava level. The simplistic, almost vanilla graphics were pleasing to the eye and surprisingly fitting for the level. I wasn't sure you could make standard color ghost house blocks work with a lava level, but you did somehow. The level just felt really good to play. There is an interesting gimmick I haven't seen before where there are platforms attached to Podoboos, so the platform jumps out of the lava with them. This gimmick is used in several creative ways throughout the level. The first section is rather linear but the second half of the level is a large-sized exploration section where you have to find 8 red coins to get the star. I groaned at first because red coin hunts are typically boring and painful, but this was actually fun. Each red coin was in a thoughtful location and nothing felt repetitive. The author was even nice enough to keep track of how many red coins you've collected below the checkpoint, which you'll be crossing several times during the search. Thus you can easily keep track of what ones you have and what ones you don't. This level had challenge to it but it was implemented in a fair way, where you can easily say "I see what I did wrong and I'll try not to do that next time." Oh yeah, and props to the music choice as well.
    bossedit8 (9.5/10)
    • I really have to say about this typical lava level... it was awesome! I really like what you did with this little level right here with lava surrounding the area, enemy variety and how you did with the whole attach to layer function since how this was executed was really good and on top of that, it doesn't causes unnecessary deaths after you accidently try to kill an NPC since they are actually modified that you can't kill them by accident. There are also multiple pathways and secrets to discover. There were some areas where you can glitch through the blocks due to narrow placements but oh well. At the midway point you have to collect 8 red coins throughout the same section in order to get a star which end the level off but on top of that there is even an indicator as of which red coin you have collected which to be honest, it's very clever and this makes the red coin challenge more fun than it used to be.
    Chad (9.5/10)
    • I disagree with the name. This isn't just a typical lava level, but instead something that is extremely well-made. Despite the volcanic setting, the level is quite modest about its usage of lava, and the ghost house block arrangements make the level feel very mechanical, like it's more of a mine than a cave. I'm impressed with how much more you included in the first section than I would have expected from an area with no vertical scrolling, particularly the intersecting split tunnels and skull raft implementation. The Podoboo platforms are extremely interesting too, and the red coin maze is intensely elaborate without being mind-boggling. The red coin placements are great too, and even try some unique things, like making the player anticipate guiding their fall to the left but letting them try again instantly without punishment when they inevitably miss the first time. If you do die from missing the attempt by mistiming your actions and hitting the lava, it's not too punishing anyway, because the level's two halves are pretty reasonably defined. First half is the outer section, second half is the red coin hunt, and neither one is overly long. Creative use is made of the jumping platforms and springboards in these areas as well, and the difficulty is quite pleasant while providing minor challenge. My only minor issues with this were the first red coin to the left of the checkpoint (it's excessively difficult to anticipate both the timing of the Podoboo platform and Rotodisc) and the narrow lava tunnel on the right side (you clearly expect the player to carefully walk across the platform without jumping, but it doesn't go quite low enough to allow that, so you have to duck-jump perfectly). Otherwise, extremely impressive and fun level. I could really feel the deliberate effort and planning from the designer in every spot, and those little design nuances really contribute to the quality.
    Quill (8.8/10)
    • I loved the creativity in this level. There's so many unique elements and it truly shows that you put thought into every aspect of your level. The podoboos attached to the blocks were a great example of this and they were used amazingly. The red coin hunt was also fun and the exploration did no harm to the level. Overall, fantastic job!
    Valtteri (7.0/10)
    • This level used some pretty freshening gimmicks, such as the platforms attached to Podoboos and how you needed the Skull Raft to hit the vine block. The music disturbs me. I don't like it. :P I like the blue/red color scheme the blue ground and the red lava make. It would look even better if the yellow spikes were blue. The level is functional and pretty fun to play. The red coins in the final section are cleverly hidden.
4. zlakerboy357 - Robotics;Toybox (8.86/10)
  • Bomber57 (9.0/10)
    • Oh wow, this one was a great spin on the ghost house theme. I could tell some of the gimmicks were heavily inspired by (read: taken directly from) Kirby: Triple Deluxe and they were implemented pretty well. I also liked the surprise scare (not a jumpscare) the level gave you, though the second one was a little unfair because I wound up getting hit by an enemy at the end of the drop. The rooms where you had to remember the layout were pretty neat, but I dunno, to me a lot of the level looked the same so it was hard to remember where spikes and pits were. Also, nice secret room Kappa.
    bossedit8 (9.0/10)
    • Toybox has been spooked with ghosts and dry guys... huh. This was a very nice level and I really like the whole variety of colors of what this level provides. I do like the whole mechanics as of this level has but on certain cases it can produce lag. Enemy placements were alright and I find the secrets to be pretty cool even though some of them are just... strange to say at least. I also like about the fact that you went to the same room but more invisible and not real rather than the previous one and I also like that you can go back incase if you didn't remember that part all too much. Your donut blocks seems to be placed at the area where it's not at the complete area as of where the original blocks are (specific: height differences). The end though, that kappa star is basically a new way to fool the player to lose any power ups at the end except if you use your momentum to not stand on the middle platforms. This level has a 2nd star but that is physically impossible to collect since it's hidden in a layer and there's no way you can trigger it. Overall I really liked the level.
    Chad (7.5/10)
    • Quite the tricky level. It really captures the haunted toybox feeling well by being both really colorful and really dark at the same time. Various creative and clever events occur all throughout the level (mirrors, changing land, illusions/memorization, trap ground that still gives you a real place to land) that felt a lot like the Boos were playing tricks on you, as was probably intended. The core design is excellent as well, alternating between linear and being a bit more complex, but not too much so in order to leave room for the gimmicks to do the rest. Aside from all the smoke and mirrors, the level's pretty nicely littered with spikes, enemies, and secrets pretty evenly in order to keep you on your toes. I just wish everything wasn't practically the same in color and brightness, because the solid/dangerous objects could really stand to be brighter compared to the equally-colorful/dynamic background. This is especially important in a level that has a few rooms that question the logic of visible = solid, because while the gimmick is well done by itself due to using small and simple rooms for memorization, the similar visuals add a needless extra layer of difficulty to it. This makes enemies difficult to spot and get around at times, too. I also have no idea how to get the second star, because it's on a hidden layer with a BGO very clearly indicating it on the main path, but no event actually seems to be tied to making it appear, so I don't know what you expect of players there.
    Quill (8.8/10)
    • I loved all of the features in this level. I can't really describe them as it's hard to, but that first gimmick with the switch was super neat and I wish it was present more in the level. That's not saying the other gimmicks were bad, but that one has so much more potential for crazy things. I did like how the place was a psuedo-ghost house of sorts. Fantastic job!
    Valtteri (10.0/10)
    • This is a clever level. It's sort of like a ghost house with a lot of clever puzzles including the screens that upon hitting a switch show sprites or a silhouette of blocks. I really liked that gimmick. It's so innovative I'd think it's from some commercial video game but if it's not and you came up with this, congratulations. Another gimmick used in the level was floor that disappeared for a moment every now and then forcing the player to memorize it before they could safely pass. I didn't like that as much. The blocks stay hidden for way too long. The last part was permanently invisible which I thought was overdoing it by a bit. I struggled with that part for a while. Overall, though, it's a fantastic level.
3. SuperMario7 - Volcanic Wilds (9.14/10)
  • Bomber57 (8.75/10)
    • A grassy lava level is a theme that surprisingly works well. Probably because green and red are complimentary colors. This level brings a great deal of challenge to the table, but the majority of it is fair to the player. It took a few tries to get used to the lavafalls hurting the player if they stepped on them. The blue yoshi section was very difficult, and its a good thing you put a checkpoint before it. It was also creative, because not many people use blue yoshi the way you did (or at all for that matter). The second blue yoshi section was unecessary, and I feel the level would have been better if it was cut entirely. It simply adds too much after the checkpoint, and with how difficult it is you are bound to die there several times.
    bossedit8 (9.25/10)
    • A wonderful lava based forest and cave section. I really like this level as of how you even overcome with variety of level designs right here. You ride on skull raft, you use P switches to accross coin bridges including enemies throughout the way... variety of enemies I should say which was very nice. I also like that you used the blue Yoshi for flying purposes throughout some of the sections and also later on with the P switch. I do find your dragon coin placements sometimes a bit mean though like one shot at the skull raft since you know you have to go back and then suddenly that dragon coin is unreachable for you to get. Also this level would of been unplayable with Peach, Toad and Link because of the Yoshi segment. and the error with the P switch turning them into a block that's breakable is sadly unavoidable. Also there's a little error with the P switch that if you actually press the P switch at the end of the first cave section and enter the pipe where the halfway point is, there is a bullet bill blaster that has been turned into a red SMB3 coin which was weird.
    Chad (9.0/10)
    • This is a gorgeous level! The amount of detail provided in this volcanic forest/mountain hybrid is astonishing, and the construction is highly complex and tricky. The specific layout in each location really demonstrates that a lot of testing must have gone into every skull raft ride, every P-switch run (the timing and arrangement is perfect for a hard but fair level), and especially the Blue Yoshi flights. I like how the last P-switch run leaves behind a trail of growing giant Piranha Plants, the hazards have clearly strategic placements, and everything put together gives the level a tough but thrilling difficulty alongside a comfortably modest length. It's long enough to be slightly stressful, but not enough to be savagely punishing if you die. However, making lavafall surfaces hurt you, even with a warning, isn't very intuitive when you require the player to pass by background ones on a regular basis. Also, instead of a No Yoshi warp, it would have been good to have a really tall vine (higher than blue Yoshi can fly) leading to the final pipe, as that would be an effective filter.
    Quill (9.2/10)
    • I really enjoyed this level. The atmosphere was really great and the level was fun to play through. The P-Switch and Blue Yoshi segments were not too difficult and were fun to progress through, especially when you combined them both at the end. I thought it was a neat touch. Overall, fantastic job on this level!
    Valtteri (9.5/10)
    • This is a beautiful level that is cleverly designed. A good example of clever design is the falling lava rock platform that will fall into a flamethrower if you stand on it for too long. These small things you don't see many people coming up with make this level extraordinary. I found the P-Switch runs fascinating and the you made fair use of the Blue Yoshi.
Who will win, Enjl or Marina? Find out tomorrow!!!!!!!!!!

Emral
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby Emral » Sat Aug 15, 2015 11:00 am

ImageImageImageImageImageImageImageI predicted it all along ImageImageImageImageImageImageImage
Last edited by Emral on Sat Aug 15, 2015 11:01 am, edited 1 time in total.

zlaker
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby zlaker » Sat Aug 15, 2015 11:00 am

HOLY FUCKING SHIT 4TH PLACE!!!! SOOOOO HAPPY RIGHT NOW!! Congrats to Marina & Enjl for Top 2!!!

Mable
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby Mable » Sat Aug 15, 2015 11:06 am

Whoever wins of those both has to leave the forum for a while.

h2643
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby h2643 » Sat Aug 15, 2015 11:17 am

Congrats to all the guys that got top 10! Especially you zlaker <3

bossedit8
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby bossedit8 » Sat Aug 15, 2015 11:21 am

Wow I got 6th place like in cc6 lmao. That's lovely. I'm so glad where I placed.

TLtimelord
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby TLtimelord » Sat Aug 15, 2015 11:22 am

How would I NOT see Marina and Enjl in the top 2?

Marina
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby Marina » Sat Aug 15, 2015 11:27 am

TOP 2 BOYS

At this point I would post my daily ojousama but I lost the link.

Have this instead bc it's relevant.



I would say more right now but my phone is about to die rip.

Enjl will win.
Last edited by Marina on Sat Aug 15, 2015 11:29 am, edited 1 time in total.

HeroLinik
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby HeroLinik » Sat Aug 15, 2015 11:28 am

It's down to just the two, Marina and Enjl. Only the strongest will survive. Who do you think's going to win this time?

Witchking666
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby Witchking666 » Sat Aug 15, 2015 11:28 am

TNTtimelord wrote:How would I NOT see Marina and Enjl in the top 2?
Open the topic of the winter contest

Anyway
Congrats to emral and marina
May the best designer win!

Emral
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby Emral » Sat Aug 15, 2015 11:29 am

Marina wrote:TOP 2 BOYS

At this point I would post my daily ojousama but I lost the link.

Have this instead bc it's relevant.



I would say more right now but my phone is about to die rip.

Enjl will win.
Don't worry, got your back!

FrozenQuills
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby FrozenQuills » Sat Aug 15, 2015 11:34 am

5th place!? Holy cow!
This was wayyyy beyond my expectations. And valtteri is obviously not biased :P
Congrats to the top 2!

bossedit8
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby bossedit8 » Sat Aug 15, 2015 11:36 am

Really hope @Marina will win because @Enjl already won a contest before.

MECHDRAGON777
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby MECHDRAGON777 » Sat Aug 15, 2015 11:38 am

Keep in mind, I said Emral would win before I even sent version 0.7 of my CC11 level into Valtteri, and it looks like I was right!

Emral as such has won two official contests!

Edit: @Bossedit8: I say Emral, sorry!

Emral
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby Emral » Sat Aug 15, 2015 11:38 am

MECHDRAGON777 wrote:Keep in mind, I said Emral would win before I even sent version 0.7 of my CC11 level into Valtteri, and it looks like I was right!

Emral as such has won two official contests!

Edit: @Bossedit8: I say Emral, sorry!
what

Streetzero
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby Streetzero » Sat Aug 15, 2015 11:39 am

what's he jabbering on about
also good luck to the top 2
idk which of you is actually better so

zlaker
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby zlaker » Sat Aug 15, 2015 11:44 am

MECHDRAGON777 wrote:Keep in mind, I said Emral would win before I even sent version 0.7 of my CC11 level into Valtteri, and it looks like I was right!

Emral as such has won two official contests!

Edit: @Bossedit8: I say Emral, sorry!
what in god's name are you talking about?

PersonNamedUser
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby PersonNamedUser » Sat Aug 15, 2015 11:53 am

bossedit8 wrote:Really hope @Marina will win because @Enjl already won a contest before.
I do too so more people can have a community contest winner medal.

MECHDRAGON777
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby MECHDRAGON777 » Sat Aug 15, 2015 11:54 am

zlakerboy357 wrote:
MECHDRAGON777 wrote:Keep in mind, I said Emral would win before I even sent version 0.7 of my CC11 level into Valtteri, and it looks like I was right!

Emral as such has won two official contests!

Edit: @Bossedit8: I say Emral, sorry!
what in god's name are you talking about?
I mean I said Emral would win before halfway through the contest happened. It looks like My prediction of Emral winning was right, or will be!

Emral
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Re: Community Contest 11 - WE HAVE RESULTS! TOP 10

Postby Emral » Sat Aug 15, 2015 11:56 am

MECHDRAGON777 wrote:
zlakerboy357 wrote:
MECHDRAGON777 wrote:Keep in mind, I said Emral would win before I even sent version 0.7 of my CC11 level into Valtteri, and it looks like I was right!

Emral as such has won two official contests!

Edit: @Bossedit8: I say Emral, sorry!
what in god's name are you talking about?
I mean I said Emral would win before halfway through the contest happened. It looks like My prediction of Emral winning was right, or will be!
Enjl wrote: what


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