Official community level contests.
Moderator: Userbase Moderators
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Alagirez
- Ludwig von Koopa

- Posts: 3617
- Joined: Tue Dec 02, 2014 2:28 am
- Flair: Legalize Awooo!
- Pronouns: He/Him/That wolf
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Contact:
Postby Alagirez » Mon Apr 25, 2016 9:45 pm
Super Phanto wrote:I don't have THYME for this...
download smbx cgfx pack
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Zyglrox Odyssey
- Fighter Fly

- Posts: 39
- Joined: Sat Oct 04, 2014 6:41 am
Postby Zyglrox Odyssey » Mon Apr 25, 2016 10:15 pm
as303298 wrote:Dont get me wrong, the level's werent all entirely unbeatable. HOWEVER. I did not expect levels to focus so much on the difficulty aspect so much that they became blinded to what they could've really made. I take contests very seriously...and was annoyed that so many didn't envision a vanilla contest as lovely as the SMWC community are capable of making.
You're never gonna get a contest as good as SMWC's under the stipulations of this one though. You can do a heck of a lot more aesthetically in theirs by virtue of the SNES' working in palettes and the allowance for recombining 8x8 tiles and things, whereas here you have no palette swaps, no recolors, no recombining 8x8 (16x16 at SMBX's resolution) tiles... nothing but the absolute barest of barebones toolsets aesthetically. Given that, it really shouldn't come as a surprise that most of the levels focused more on the gameplay than what little of interest could be done in the aesthetic department.
And regardless, that doesn't really justify saying they "[aren't] welcome here." The notion of a level whose greatest crime, from what I've gathered, is 'not using its gimmick in interesting ways' being outright "unwelcome" in a contest like this is, quite frankly, absurd.
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JupiHornet
- Boom Boom

- Posts: 2399
- Joined: Tue Sep 02, 2014 5:43 pm
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Postby JupiHornet » Mon Apr 25, 2016 10:27 pm
<Valtteri> a little salt is always good!
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mariogeek2
- Rocky Wrench

- Posts: 697
- Joined: Tue Jan 28, 2014 5:46 pm
Postby mariogeek2 » Mon Apr 25, 2016 10:42 pm
Okay......yeah......there was definitely some stuff that transpired in here. I come back to this topic first chance I get, and it's like a cage of monkeys, flinging crap at one another.
Wow.......just.....wow! Okay, yeah, Wraith did have some pretty brutal reviews, but that's no excuse to beat him up over it. And I don't want to see any more Wraith memes. NONE! I'm pretty sure he got the message. Capisce?
As for you, Wraith, I'm not going to critisize you (I don't agree with you, but everybody else has already said everything I was going to say.), but I am going to offer some advice. Now, I could be completely wrong, but I think you may be suffering from SMBX burnout. Believe me, it's happened to me before. After playing SMBX for too long, and not limiting my play sessions, the same exact level that brought a smile to my face two hours earlier would then make me miserable. My suggestion is to leave SMBX and maybe the community alone for a day or two. But, like I said earlier, I could be completely wrong, so PLEASE don't take offense at what I said.
Okay, guys, now it's time to make peace. Apologize, and bury the salt shakers.
Turtwig wrote:<Valtteri> a little salt is always good!
Depends on what type of salt.
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as303298
- Volcano Lotus

- Posts: 549
- Joined: Sat Jan 04, 2014 7:37 pm
Postby as303298 » Mon Apr 25, 2016 10:58 pm
I cant really say that I can either leave nor stay in this community. I honestly just pop in and out a few times per day just to see what drama has spawned. Usually I am not disappointed :3
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mariogeek2
- Rocky Wrench

- Posts: 697
- Joined: Tue Jan 28, 2014 5:46 pm
Postby mariogeek2 » Mon Apr 25, 2016 11:07 pm
as303298 wrote:I cant really say that I can either leave nor stay in this community. I honestly just pop in and out a few times per day just to see what drama has spawned. Usually I am not disappointed :3
Okay, well that doesn't mean that you can't quit playing SMBX for a while......right?
You don't have to, but you might wanna just give it a try. That's all that I have left to say.
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Nat The Porcupine
- Monty Mole

- Posts: 123
- Joined: Tue Nov 10, 2015 2:55 pm
Postby Nat The Porcupine » Mon Apr 25, 2016 11:35 pm
mariogeek2 wrote:as303298 wrote:I cant really say that I can either leave nor stay in this community. I honestly just pop in and out a few times per day just to see what drama has spawned. Usually I am not disappointed :3
Okay, well that doesn't mean that you can't quit playing SMBX for a while......right?
You don't have to, but you might wanna just give it a try. That's all that I have left to say.
To be honest, I don't really think that's the whole solution. Sure, sometimes a break helps, but I think it would be wise for Wraith to review his status as a level judge and decide whether it's something that he wants to continue to have. Being a level judge is a really hard job; they have to dedicate a lot of time to writing coherent, unbaised reviews that offer both positive reinforcement & constructive criticism to a level creator as well as suggestions for improvement. It sounds to me like Wraith felt pressed for time by outside factors (ie work or school), and ended up half-assing a few of his reviews because of it. I don't really have anything against Wraith as a judge at the moment, but I will say that any judge that can't always afford the time it takes to write proper reviews should at the very least avoid judging in contests and possibly consider retiring from level judging all together. I don't want to see people undergoing unhealthy amounts of stress just so they can have a pink name tag on forum burried in a very niche part of the Internet.
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zlaker
- Reznor

- Posts: 2844
- Joined: Fri Dec 20, 2013 1:46 pm
Postby zlaker » Tue Apr 26, 2016 12:24 am
this contest managed to be worse than cc12 in terms of placements and scores
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CopyLeft
- Volcano Lotus

- Posts: 538
- Joined: Mon Feb 10, 2014 2:47 pm
Postby CopyLeft » Tue Apr 26, 2016 12:55 am
welp just scrolled through about ten pages of posts
And holy hell, I think I've developed a fear of Zeldamaster. As I was reading the delicious salt, when I saw Zeldamaster's comment, I whispered, "Oh shit, zeldamaster is here."
anyway enough about wraith but ElTipsta seemed pretty generous compared to everyone else
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Alagirez
- Ludwig von Koopa

- Posts: 3617
- Joined: Tue Dec 02, 2014 2:28 am
- Flair: Legalize Awooo!
- Pronouns: He/Him/That wolf
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Contact:
Postby Alagirez » Tue Apr 26, 2016 1:06 am
inb4 ness-wednesday will make a story based of this contest
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CopyLeft
- Volcano Lotus

- Posts: 538
- Joined: Mon Feb 10, 2014 2:47 pm
Postby CopyLeft » Tue Apr 26, 2016 1:38 am
Bossedit, Zipper, Chad, ElTipsta. Long ago, the four nations lived in harmony. Then everything changed when the Wraith nation attacked.
Okay, I'll quit jumping on the bandwagon.
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Ecruteak
- Rocky Wrench

- Posts: 675
- Joined: Wed Mar 18, 2015 1:53 am
- Flair: It's been...
- Pronouns: she/they
Postby Ecruteak » Tue Apr 26, 2016 2:28 am
I've noticed that even though my level made Tier 3, most of the things that the judges said were pretty negative. They're mostly mistakes I made and one major problem stems from me not knowing how layers and events work.
I'm a little disappointed, but then again, I'm happy that I have stuff to take into account the next time I make a level.
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WaluigiTime64
- Cheep-Cheep

- Posts: 14
- Joined: Thu Mar 17, 2016 5:51 am
Postby WaluigiTime64 » Tue Apr 26, 2016 2:40 am
I hope this constructive criticism helps Wraith AdamKnight be a better judge next time around. I think it would be better that way.
Also I hope he read my complaint about his judgement. It was probably a better review than his.
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HeroLinik
- Larry Koopa

- Posts: 3464
- Joined: Fri Dec 20, 2013 1:28 pm
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Postby HeroLinik » Tue Apr 26, 2016 3:16 am
WaluigiTime64 wrote:I hope this constructive criticism helps Wraith AdamKnight be a better judge next time around. I think it would be better that way.
Erm, I don't think he'll ever be made contest judge again, or at least for a very long time, after this episode.
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Tue Apr 26, 2016 9:55 am
Guys, Wraith and I are back from therapy! Let's see if it worked.
I hope snoruntpyro wins!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
That being said, now it's my turn!
That's what you get for that hair slap!
Tier 4
18. Catastrophe - Vanilla Takes A Shot - 5.87
Bossedit8 - 7.50
Fun little SMB3 wooden level with nice little details aswell. Design is alright with it's structures and also some secrets to discover and such which... well you get at least something but the secret star, alone by guessing it as of where it is is ok but it's a bit hard to find unless you pay attention to the coins next to the enclosed area at the right side of the first section. Not too bad at least. The wooden platform at the end, once you miss it like if you jump off of it you have to wait for over 60 seconds in order to respawn and once you're done with that there's your exit where you can nearly easily fall off the edge if you gain enough momentum.
Wraith Adamknight - 7.140
I loved the simplicity but it also proved fatal for the level. It was much too short and linear to really stick out amongst the rest of the submissions. For a world one level though, this is very spot-on for what would be required. My only real recommendation is just extend the level’s length as it really just ends abruptly.
Zipper - 4.70
Not a bad standard SMB3 level. I enjoy how the level starts out as normal, but shows slight "tower-like" properties, when you use wood BGOs to cover up the background.(that's obviously not the word I'm looking for, but bear with me here.) The level doesn't really do anything unusual, but the platforming is enjoyable. A little bland, perhaps. The second part of the level was more of the same of the first part, which really left the level stale. The last area got my hopes up, but ended up being the most disappointing section when I realised the lift trip takes about a total of 15 seconds before ending the level. I was really hoping we'd get into a verticality focused area, what with the wood BGOs giving that feeling at all. Overall, it's nice, but falls short in certain areas, due to not really trying something new.
Chad - 5.00
It's certainly not bad, but it's not really an adventurous level either. It's a simple and short SMB3 overworld with a nice attention to detail and placement, a solid design foundation, and nothing really unpleasant about it. But at the same time, the gameplay is rather ordinary throughout. It plays fine, but not a lot of variety is offered.
ElTipsta - 5.00
Pretty okay in all honesty. It's nice for a wood level, but it's a bit basic, plus the platform line cutoff near the end tells me you didn't plan the design properly. Also why did the star disappear at the end?
17. Yoshi678 - Simple Wood Level - 6.07
Bossedit8 - 4.00
A wood level with moving things... seems ok. Generating enemies... decent. Then certain narrowed spaces to move... uhhh. Then one Birdo that's easy to beat if you bring a shell with you but the secret Birdo where you fight in a very narrowed space like this... just, no. Also if you actually stand at the spot where Birdo is gonna appear after you defeat her the first time in the secret area you get an unfair hit. Also, inconsistency with the water placements. One area you can swim but others you can't. Why not make it either swimable or not in the entire level or better, if it's not swimable, just not have the water there. Moving layers with piranha plants tends to get glitchy which means standing on one of them can hurt the player unfairly while it's moving.
Wraith Adamknight - 9.14
A level that is true to its name until the very end. I must say I absolutely adored this level’s simplicity while still being incredibly fun and interactive. I do have issues regarding your alternate paths requiring so much foresight, but that is really minor. The level was lovely but also very claustrophobic and time comsuming in some parts, such as the moving pipes. Lastly, the SMB2 Birdo was pretty uncalled for in such a nice easy-going level.
Zipper - 5.70
<Kosaki> "this grey pipe will take you back to the hub!"
<Kosaki> >enter pipe
<Kosaki> >game crashes
<Kosaki> stop submitting your episode levels without editing them
Other than that, the level is actually pretty solid. It revolves around moving pipes, generally. I'm iffy about the first area to be honest. The pipe with moving chains REALLY looks out of place, and trying to go for the power-up really breaks the flow, since you need to wait for a beetle, a bob-omb, the water and the pipe. Other than that, the pipe jumping felt a little....awkward? I felt like I had to play the waiting game a lot.In fact, I'm pretty sure I can define the first area as "a little awkward". A steep slope in the middle of the level, 5 moving pipes with piranhas in EACH of them that force me to take it slow, even with a fire flower, etc. The other areas were more forgiving about this, being mostly straightforward platforming, with the pipes only being occasional traps. Sadly this also meant that the level itself fell a little flat later on. Still, I DID enjoy it. Its atmosphere really helped its case. For some reason, I really like the "under the wood floor" theming of the zones, can't explain why. Buuuut yeah, I don't have a lot to say. Perhaps make the pipes a little faster, and get creative with them. Not a bad level.
Chad - 4.50
A decent SMB3 overworld. The first area is a bit cluttered and unfocused, but the idea and focus on creating sort of a tricky layout is definitely there. The second and third areas improve though, as they each have a more consistent design plan. I like how the suspended platforms are laid out, and the tunnel-like construction works well for the last portion while making it feel slightly mazey and challenging. However, enemies are a consistent problem. In most areas, they're too numerous and crammed together. There's not much space to deal with them half the time, and they interact oddly with surfaces and each other. Section 2 is an exception for this aside from the last Paragoomba, but otherwise enemies are messy, and are even on you almost as soon as you begin the level. Also, don't have Piranhas on vertical layers, because standing on their pipe still hurts. I'm also not sure how you'd reach the bonus areas, because that would appear to require flying. There's only one leaf in the level and trying to find running space to take off safely seems exceedingly difficult. The alternate Birdo fight's not interesting, either. A super narrow space isn't a good way to spice it up, and throwing in a second identical phase is just redundant. Don't have water you can't swim in either, especially without warning the player. Overall, not a bad start and has decent design variety, but could use a lot of cleaning up.
ElTipsta - 7.00
This is quite a nice level. The not-so-hidden area in section 1 should have he warps moved around as it looks like the exit is the entrance to the hidden area. The moving pipes in the early part of section 4 is disproportionate more difficult in comparison to the rest of the level. And a couple of the Piranha Plants should be taken out of that area, and the Paragoomba and Spiny Egg. The enemy variety also increases significantly to the level's detriment. The Birdo fight can also be cheated with using the Grand Goomba. Aside from the fourth section, this level is really well done.
16. RoundPiplup - ClashTastic - 6.16
Bossedit8 - 7.50
SMB3 to SMB to SMW to SMB2 to SM then back to SMB3. I like this level by it's variety and such but I find your enemy placement sometimes of either being annoying or just too much to deal with like at the Metroid section with so many rinka generators. If you're not fast enough, you're doomed. The rest as of how the design goes was alright at least. Not much to say but it was a nice level.
Wraith Adamknight - 5.00
I really liked this level’s gimmick. Using clash to your advantage, yet still not actually having clash in any specific section. Very clever indeed. However, there are quite a few flaws. Level is too long, midway point isn’t in the middle of the level and the Metroid section is both unwarranted and much too difficult.
Zipper - 5.30
This is pretty nice! A little too standard perhaps, but it's got a cute little "aesthetic" gimmick going. Each area uses elements from their own game, and while it doesn't provide TOO much difference in gameplay, as each section seems to treat its gimmicks as "throwaways", it was still dynamic enough to not bore the player. I don't have much to say about this honestly. Don't get me wrong, I enjoyed playing it, but it stands at a position so perfectly average that I can't say anything good or bad about it.
Chad - 6.00
Nothing says clash quite like keeping each tileset, background, and NPC alongside their respective game style and environment. Such a sin is so unforgivable that I'm going to give this level the score I am because each section uses a different design style that each functions pretty nice on its own and fits the source. Not a lot of unfamiliar ground is explored, but each area makes a good concise summary of each game and provides a simple array of elements from them. Spacing is used smartly for good platforming and enemies are arranged well, but the Hammer Bros. aren't given sufficient room and Rinkas in the Metroid section are beyond excessive. Other than that, pretty standard stuff, but not bad.
ElTipsta - 7.00
This level is basically a relay of all the styles in SMBX and each section plays to that game's advantages. The SMB2 section is a bit difficult, but it's fair, howeve the Rinka the Metroid section has there too many Rinka Spawners. Otherwise, nice job.
15. h2643 - bertie's contest level - 6.164
Bossedit8 - 8.00
Thank you for having a very nice screen when I open up the level. Also that level name is very questionable. Anyway, into the level. SMB2 which, the design is pretty cool with variety going on and enemies to deal with... everything was neat with secrets including secret stars. I like how you put the halfway point in front of the door, makes it completly unavoidable. A thing that's weird is that if you don't talk to that NPC next to the infinite Mushroom Block spawner, those Sparkies won't spawn aswell but if you do they do spawn, makes it harder if you talk to it or not if you don't talk to it. Anyway, this part is quite a pain at first because you have to throw the Mushroom Blocks upwards and that at least 4 of them... less and then you won't be able to advance further into the next area and then you have to do the whole throwing stuff at the top again. At the end, Birdo is for you.
Wraith Adamknight - 5.42(The rating on this level is perfect you dingus wtf happened with all the other scores)
I will admit, this rating seems too high for a simplistic level, but I cannot find anything that bad about the level. It was a generic SMB1 level that really gave me the vibes of a smb2 level, even going as far as to take elements from the first level. I did love the fact you had side paths to explore, but I feel like more effort was given into making these paths immersive rather than making the normal path worth walking through. The door leading to the last section was annoying to enter as well. It is much less tedious to deal with ninji’s rather than throw a ton of mushroom blocks to create platforms. Overall, the level’s length was pretty lack luster with too little to offer in terms of originality or creativity.
Zipper - 4.90
The first half is a nice and calm SMB2 level. I spent more time pressing Down+B than actually moving around, but still. It had secrets, it had a few side paths that rewarded you, nothing amazing but it was cute. And then you get to the second half and it gets way more annoying. Feel free to call me out on my stupidity if I'm wrong, but, do I SERIOUSLY have to stack so many mushroom blocks while being harassed by sparks JUST to reach ONE door? That's not fun, that's not engaging, that's just plain dumb. I know I can just throw them upwards and use the pipe, but the finicky collision detection of the blocks REALLY push my limits on how creatively I can throw them. I spent a good few minutes setting up like 7 blocks and just said "well crap I'm really not enjoying this". A shame too, because while the rest of the level was nothing outstanding, it was not boring at all.
Chad - 6.50
A pretty polished SMB2 level. First half is pretty standard fare as far as an overworld goes, but I didn't find anything unpleasant with it. You have a knack for cleverly arranging blocks and items around different types of secrets though, because I enjoyed the stuff surrounding the bonus stars and the first area's 1up. The cave area is a bit more involved and explorative than the outside, but I found the mushroom blocks to be a little more time-consuming than necessary and the discovery of the key shouldn't have required a blind jump. Still, pretty solid work the whole way through.
ElTipsta - 6.00(Thought this was Darkonius' level)
This was a really nice level, despite the trolling at the start. This SMB2 level is well made and faithful to the source material. My only real complaint is the last section before the boss whee you are required to throw the Mushroom blocks upwards can be tricky if the Mushrooms despawn, likewise it's also possible to do the bottom challenge without the Saprks spawning if you don't talk to the NPC. Overall, nice job.
14. team circular circly circle guys (Circle Guy) - Hot Hot Volcano - 6.17
Bossedit8 - 6.75
Volcano cave based level with moving lava that goes up and down. Also random clouds in caves... seems an odd coice instead of bridge pieces. I do like the pipes holding the lava, it's pretty neat. Other than that, it's ok. There are like... a lot of coins in this level. Enemy placements were alright and also the power ups but the level itself was kinda short but well that's how the older Nintendo levels are so it's not too bad... at least it could of done more than that as of now like secrets or so.
Wraith Adamknight - 2.00
Not a bad level, but its graphical consistency was just bad. Grass and wood in a cave full of lava…just..why?! Clearly the lava was the gimmick and difficulty factor for this level, but it did little to do anything to this level other than make the player wait constantly. Overall, a lot of work is necessary to improve this level.
Zipper - 8.10
Damn, for something so frighteningly standard looking, this was really cool. There's a single overarching threat over the entire level, and the level compensates for it by giving you different ways to avoid it. Whether by jumping, dodging, or using rising platforms. I also like the idea of using the lava as a way to ELIMINATE threats, as shown by some koopas and a lot of thwomps that you can get rid of. If I may nitpick a bit though, the entire experience felt a little...claustrophobic. Having half a screen to manuever for most of the level really limits the amount of creative platforming you can put out. Perhaps lava moving in different directions would let you use more room?
Chad - 7.00
I don't see the lava tides gimmick used like this much, and it's pretty well organized in this level. The construction is built nicely around the precise points at which the lava stops and gives the player plenty of space to make solid judgments about when to go next. Each obstacle's slightly different from the last, so a good variety is created in the experience. NPC pipes are put to good use as platforms carried by the lava, too. It's decently challenging, but each part is clearly conveyed and the length is reasonably concise.
ElTipsta - 7.00
A nice volcano level with a rising/falling lava gimmick. I like the usage of the pipes on the lava so they rise and fall with the lava. Made the second half a lot easier. This was also nice and fair. Not too much else to say tbh. Good job.
13. Ness-Wednesday - Some Short Desert Mixed Level - 6.22
Bossedit8 -6.00
Ehh... level design was ok. I do like the decoration of this level like pipes inside the tileset and such but the design itself like how you navigate through it is on some cases troublesome like once you reach to the first lineriding platform, you have to wait for it and once it actually reaches you and you miss it just because it's still a bit too high anyway, you have to wait for it again. Just... no. Also yay for Lakitus in this level... if you don't kill him you have to deal with multiple SMB3 green spiny eggs aswell and if you fall down with the Lakitu, you pretty much lose a 1UP anyway because it's not really worth trying to get up there with that stupid Lakitu aswell while waiting for that platform to come back. On top of that, there's a venus fire trap as of where you have to wait out til the platform comes up... so timing is even more perfect than that without getting hit. Later on, propeller gliding... not too bad at least but certain items are quite hard to get. Also, red coins that are fully useless in this level. They're just there... without explanations what so ever. Next up, an airship with a switch... if you fall off of that airship you can't actually get further on in this level anymore. At the end you fight a boss which is interestingly constructured... silly stuff included.
Wraith Adamknight - 4.20
I really have no idea what this level is doing. I was constantly lost and confused, which is terrible design on your part. The level has events and platforms that require me to wait around for no reason or trap me if I don’t follow along with it. Always stupid-proof your events and make them as time efficient as possible.
Zipper - 7.40
Goodness, a stage with vertical focus that doesn't focus on moving platforms. I'm pleasantly surprised! Aside from the jump to the first lift in the level(which was STUPID hard to do), everything flowed together quite nicely, with adequate difficulty. Despite seeming labyrinthine at first, the player can quickly realise that going through the level is actually quite a linear process and not as complicated as it looks. The bulk of the level was designed nicely, with Lakitus used sparingly, and power-ups scattered generously, so the threat of dying is very little for anyone who's careful. The platforming was a little too simple, but it didn't really damage the integrity of the level. The propeller section was fun, but it felt like there was a lot of dead air between challenges, seeing as how you can just float down for a while without realising the danger is FAR ahead of you. The room before the boss was a little bit bland, but nothing too worrisome. What DID bother me was the koopa-jump between the two airships. Giving the player a "do or die" situation in a level where the only checkpoint is before the boss seems like quite a bold move. Sure it's not THAT hard of a jump, but you may never know when anyone can slip up due to reasons out of their reach. The boss was..well....I don't know. I just pressed the bomb ? block a few times and it was over. It looks easy to just cheese through the whole battle, so you might want to check that out. Still, pretty fun level, stands out pretty fresh compared to official Mario levels.
Chad - 5.50
Sort of interesting. It has a layer of intricacy to it in that you explore all corners of each area, and I like how one of the sections gets revisited a bit later in a different way. To some degree it feels like a mishmash of random ideas in the first area, but the design still holds up as being carefully built and fun to play. The propeller block descent is neat, especially where the moving layer is included, but I think the level could have ended there. It's a reasonably short level, but Section 4 feels a lot more mundane. Even though Larry's somewhat of a unique idea, his room just amounts to hitting block after block. I also didn't care much for the line platform/fire Piranha combo in Section 1, as you have a tiny window to get on the platform before having to wait a long time for it again, and that window coincides directly with a fireball, followed by a very sudden and difficult Lakitu overhead.
ElTipsta - 8.00
I like the usage of tilesets in this level, and some of the events at work. The propeller block section was fun, I wish it was longer. The boss was an interesting take on Larry Koopa, but it's literally just hitting ? Blocks whle trying to avoid Rinkas and Larry's projectiles. Though warp 7's enterance is the wrong way round. You really should fix that.
12. Snessy the duck - Vanilla Valley - 6.28
Bossedit8 - 8.50
Very nice SMW styled level. I like as of how the level is structured and as of how you get to the secrets in this level but after you actually failed the P switch area in the underground, you have to swim back till the first area which takes some time to go back to it. Enemy placements were pretty, power up placements were alright, secrets were nice like after you press the switch you have to go back to get the other secret star in this level and it also indicates as of where it is... at least. The rest was pretty nice for an average SMW styled level so good job on that.
Wraith Adamknight - 5.70
Nothing to really say about the level. It was just really generic and bland. Even by SMW standards, this level didn’t really do much with the assets you had available. I did appreciate the use of moving layers in the cave sections. Overall, just experiment some more, as this level was just kinda “meh” in terms of replayability and longevity.
Zipper - 5.20
A decent overworld level. It's really nothing special, using piranha plants, galoombas and koopas we all know and love. The second half taking place in a cave was atmospherically a breath of fresh air, though it didn't introduce anything new other than the bats. However, the bats themselves proved to be at LEAST a decent challenge, so it'd be a lie for me to say that it was completely unchanged compared to the overworld area. What caught my eye in this level is the secret stars. They're both hidden behind mini challenges that are not time consuming and yet still rewarding. The first one is a (surprisingly) hectic P-Switch run that really pushes you to go fast while still leaving some room for breathing. The second one is slightly less appealing, being that you have to backtrack after reaching the end. However, the area was short enough that I didn't really find this to be an issue, as backtracking can still make someone feel like they're treading new ground as long as it's not TOO long. Yeah, I'd say the secrets were the main strength in this level. Using ideas for those in the main path would really spice things up, ASSUMING they're used sparingly.
Chad - 6.00
Pretty good SMW overworld/cave stage. The construction feels classic, natural, and deliberate. Blocks, sizables, and enemies are arranged for a somewhat varied platforming experience as well as good visuals, especially underground. Placements are good throughout, and it plays like a solid level, even if it is relatively standard. The red switch was a bit lame though, given that you don't have to work for it in the slightest, and the backtracking it requires betrays the general straightforwardness of the rest of the level. The P-switch room felt incredibly lazy too, because the terrain in there just ends, and the water is extremely time-consuming to escape if you fall in. Better to just have a pit and a solid ceiling, along with cave sizables much like how Section 3 used them because that looked nice.
ElTipsta - 6.00
A pretty okay level as well. It's a faithful SMW cave level with decent enemy variety and length. The P-Switch challenge is a bit too difficult for a hidden star in a W1 level IMO. Other than that, nice job.
Yup.
Last edited by Emral on Tue Apr 26, 2016 1:15 pm, edited 1 time in total.
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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Tue Apr 26, 2016 9:57 am
nice im most likely in top 10
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zlaker
- Reznor

- Posts: 2844
- Joined: Fri Dec 20, 2013 1:46 pm
Postby zlaker » Tue Apr 26, 2016 9:58 am
omg there are no 0s in tier 4
THIS IS AN EARLY EMRMAS MIRACLE
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RoundPiplup
- Dolphin

- Posts: 1141
- Joined: Sun Jun 15, 2014 12:03 pm
Postby RoundPiplup » Tue Apr 26, 2016 10:01 am
CC12: 40. RoundPiplup - Poisonous Castle (6.12/10), made in like 40-60 hours
SVLC 2016: 17. RoundPiplup - ClashTastic (6.16/10), made in about an hour
That's it, I'm making my executioner level
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ShadowStarX
- Bronze Yoshi Egg

- Posts: 1751
- Joined: Mon Jan 27, 2014 7:21 am
- Pronouns: he/him
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Contact:
Postby ShadowStarX » Tue Apr 26, 2016 10:05 am
Enjl & snoruntpyro
Darkonius & Spinda
Camacho
MosaicMario
Sux
ssumday
RudeGuy
HenryRichard
witchking666
andregemeo23
Nat The Porcupine
^ people who're still in
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h2643
- Reznor

- Posts: 2890
- Joined: Sat Dec 21, 2013 7:23 am
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Contact:
Postby h2643 » Tue Apr 26, 2016 10:06 am
I expected to be placed much lower but oh well.
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