Official community level contests.
Moderator: Userbase Moderators
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Mon May 15, 2017 7:06 pm
Zeldamaster12 wrote:
Or he's just being nice?
I'm more creeped out than anything.
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timocomsmbx2345
- Foo

- Posts: 853
- Joined: Sat Feb 06, 2016 1:44 pm
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Postby timocomsmbx2345 » Mon May 15, 2017 8:40 pm
I wonder how mine went. . . . . .
i assumes the review something i didnt meepyglobix it up for
Honestly, i wasn't here for the glory.
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Kixubug
- Volcano Lotus

- Posts: 515
- Joined: Sun Sep 04, 2016 12:17 am
Postby Kixubug » Mon May 15, 2017 9:31 pm
I think my level is not going to be great. Because I tried to re-fixed my level multiple times. And I keep making it more harder so that it's going to have a great and awesome challenging level.
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MistakesWereMade
- Torpedo Ted

- Posts: 1646
- Joined: Tue Dec 31, 2013 4:13 pm
Postby MistakesWereMade » Mon May 15, 2017 9:58 pm
Zeldamaster12 wrote:
Or he's just being nice?
being nice is frowned upon in this place
thats why im an asswipe
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Black Mamba
- Boss Bass

- Posts: 1253
- Joined: Thu May 29, 2014 6:11 pm
- Pronouns: They/Her
Postby Black Mamba » Tue May 16, 2017 12:02 am
Nien wrote:Zeldamaster12 wrote:
Or he's just being nice?
being nice is frowned upon in this place
thats why im an asswipe
that explains a lot
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Thehelmetguy1
- Boom Boom

- Posts: 2372
- Joined: Sat Dec 19, 2015 9:33 am
- Flair: certified idiot
Postby Thehelmetguy1 » Tue May 16, 2017 5:18 am
Uzendayo wrote:that explains a lot
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Kixubug
- Volcano Lotus

- Posts: 515
- Joined: Sun Sep 04, 2016 12:17 am
Postby Kixubug » Tue May 16, 2017 9:17 pm
I agree, that explains a lot
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Sorel
- Fighter Fly

- Posts: 39
- Joined: Sun Feb 12, 2017 8:09 am
Postby Sorel » Wed May 17, 2017 7:05 am
Welp looks like I'm gonna need a bit longer than the other judges to get this done because school keeps me busy.
That said, I gotta agree with Enjl here. There are plenty of pretty good levels in this contest. Heck even some of the more rompy levels feel somewhat fresh and fun.
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Thehelmetguy1
- Boom Boom

- Posts: 2372
- Joined: Sat Dec 19, 2015 9:33 am
- Flair: certified idiot
Postby Thehelmetguy1 » Wed May 17, 2017 12:02 pm
Guess this contest is just with a smaller ammount of participants
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Thu May 18, 2017 10:21 pm
Why do people make secret exits when nobody knows how to make good secret exits?
All it does is make the overall product less fun.
18/31 btw.
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CopyLeft
- Volcano Lotus

- Posts: 538
- Joined: Mon Feb 10, 2014 2:47 pm
Postby CopyLeft » Fri May 19, 2017 12:48 am
Enjl wrote:Why do people make secret exits when nobody knows how to make good secret exits?
All it does is make the overall product less fun.
18/31 btw.
well what is your idea of a good secret exit?
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Postby MECHDRAGON777 » Fri May 19, 2017 12:53 am
Enjl wrote:Why do people make secret exits when nobody knows how to make good secret exits?
All it does is make the overall product less fun.
18/31 btw.
When will I learn to stop making secret exits.
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ElectriKong
- Bowser

- Posts: 4652
- Joined: Mon Jun 06, 2016 4:32 pm
- Pronouns: he/him
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Postby ElectriKong » Fri May 19, 2017 2:53 am
perhaps wrote:Enjl wrote:Why do people make secret exits when nobody knows how to make good secret exits?
All it does is make the overall product less fun.
18/31 btw.
well what is your idea of a good secret exit?
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Mable
- Luigi

- Posts: 5806
- Joined: Sat Dec 21, 2013 4:23 am
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Postby Mable » Fri May 19, 2017 5:17 am
I think it's enough if one asks the question. Idk why people feel the need to quote and reply the same thing again which happens often and it's usually like 5 in a row.
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Fri May 19, 2017 9:49 am
There are several ways to make secret exits good.
One type I like is requiring the player to play part of the level with a twist. For example, "don't touch the floor". At the end of the section the player will see the blocked off pipe, blocked off by a color-coded object on a moving layer or whatever, and will know what's required to get it.
Another type is putting down a pipe at the end of a suspicious, slightly out-of-the-player's-way path that leads to a section allowing to expand on the level's idea in another way. If your level is about P-Switch runs you could here put a section about avoiding P-Switches. Secret exits aren't an excuse to make ridiculously hard areas, though, because as long as someone places a collectible at the end of an "optional" path, it is a required element for 100%.
The two kinds can be combined of course and there are other ways to make secret exits. Main point is that they should be noticable if the player pays attention and be fun, fair and rewarding as an added entity in the level.
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Snessy the duck
- Mouser

- Posts: 2699
- Joined: Sat Sep 20, 2014 6:04 am
Postby Snessy the duck » Fri May 19, 2017 10:34 am
Enjl wrote:There are several ways to make secret exits good.
One type I like is requiring the player to play part of the level with a twist. For example, "don't touch the floor". At the end of the section the player will see the blocked off pipe, blocked off by a color-coded object on a moving layer or whatever, and will know what's required to get it.
Another type is putting down a pipe at the end of a suspicious, slightly out-of-the-player's-way path that leads to a section allowing to expand on the level's idea in another way. If your level is about P-Switch runs you could here put a section about avoiding P-Switches. Secret exits aren't an excuse to make ridiculously hard areas, though, because as long as someone places a collectible at the end of an "optional" path, it is a required element for 100%.
The two kinds can be combined of course and there are other ways to make secret exits. Main point is that they should be noticable if the player pays attention and be fun, fair and rewarding as an added entity in the level.
I agree with that. Most SMBX levels just have secret exits for the sake of having a secret exits, and don't seem to know how to properly intergrate them into the level in a fun and rewarding way.
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RhysOwens
- Nipper

- Posts: 423
- Joined: Fri Apr 22, 2016 2:53 am
Postby RhysOwens » Sun May 21, 2017 7:14 am
How many days til' the judgin' ends?
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HeroLinik
- Larry Koopa

- Posts: 3464
- Joined: Fri Dec 20, 2013 1:28 pm
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Postby HeroLinik » Sun May 21, 2017 8:36 am
RhysOwens wrote:How many days til' the judgin' ends?
No date has been given. It'll take as long as we see fit.
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