Official community level contests.
Moderator: Userbase Moderators
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Valentine
- Silver Yoshi Egg

- Posts: 2049
- Joined: Wed Jan 01, 2014 6:50 am
- Flair: evil device
- Pronouns: She/They
Postby Valentine » Tue Oct 28, 2014 10:04 am
Good, i'm not in tier 1 like last time. Though i did a level that's way better than my last level expecting Tier 4
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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Tue Oct 28, 2014 10:27 am
I come here right now and... Holy shit how the fuck this is already at 7 pages?! We didn't still see the pretty good levels (which I'm sure they aren't any of them on tier 2) and already this?!
Also good you spammed the old topic. Seriously guys.
Anyway, I'm obviously not in tier 1, but I expected some people other there.
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Valtteri
- Birdo

- Posts: 2150
- Joined: Sun Dec 01, 2013 1:16 pm
Postby Valtteri » Tue Oct 28, 2014 11:04 am
More results! I moved Akihabara from tier 1 to this one so every tier has 10 levels except the first one. Don't get confused!
Tier 2 Places 61-70
70. Zyglrox Odyssey - Akihabara - 1/10
- Bomber57 (0.5/10)
- Oh boy, a kaizo level. My favorite. I don't really want to write a review about this. I suck at kaizo and am not a fan. Maybe if this were a kazio contest you would've scored higher. Half of a point for effort.
Chad (1.5/10)
- A kaizo level is really, really asking a lot from the judges. I can't even begin to figure out what this one expects of me, but even if I could, completing kaizo levels requires so many failures that it becomes insanely frustrating and just not fun.
Quill (3/10)
- I'm not a person patient enough to play kaizo levels, but have some points for the effort. Kaizo levels just aren't suitable for a level design contest.
Valtteri (1/10)
- After eleven minutes I have figured how to get on top of the mushroom. I'm sorry but I'm not going to waste my time on this. The level is like a secret code. If there is a way to complete this level, only the author knows it. And even then it's ridiculously difficult.
zlakerboy357 (0/10)
- why are you doing this to me :(
69. meowflash - Run while You Still Can - 1.16/10
- Bomber57 (01/10)
- Difficult and lazy. The player runs right and avoids tons of enemies. Nothing more to it.
Chad (2.8/10)
- This is just a really long red donut block bridge with occasional clusters of enemies. That's literally it. Granted, there is some challenge and staying on red donut blocks at least engages the player somewhat, but it's still a pretty effortless level.
Quill (0.5/10)
- Not sure what the purpose of this level is. It's not fun. There's enemy spam. It's just lazy.
TNTtimelord (1/10)
- One lazy long run to the right on red donut blocks while dodging cheaply placed enemies.
I don't have anything else to say about this other than it's... not good at all. It really seems to me you spent maybe 20 minutes on this.
zlakerboy357 (0.5/10)
- It would be cool if you did this in a bonus instead of the entire level.
68. MyNameIsEric52 - Crisis at Blue Island - 1.64/10
- Bomber57 (0.5/10)
- A short level with an unfair gimmick. You have to press a time freezing switch while some barrels are shot out of cannons. You must pause at the right time to be able to cross a pit. Unfortunately, all the barrels aren't on the screen at the same time (since it won't fit your screen) making it literally impossible to complete.
Chad (3.2/10)
- This was a really short level. It has a decent start, with good terrain and a few obstacles to get over, but the timestop part was weird. It was really surprisingly difficult all of a sudden, and half the generators won't work because they're offscreen when you hit the switch. At least you can bounce off the fish in the somehow-unswimmable water to get across, though. After that, springboard, vine, and you're done. It was kind of an odd experience, but the gameplay isn't unpleasant other than the weird timestop part. You were nice enough to warn the player about it too, which was pretty convenient. In general though, the level doesn't make you do much, and then it just ends.
Quill (3.5/10)
- Dude, extend this level! I was somewhat interested, especially since you used the time-stopping switch which is super rare to find. You had a decent beginning, you should have expanded. What exactly was the crisis? A random tank and an airship?
TNTtimelord (2/10)
- Well, that was a stupidly short level. It lasted for one rather irritating gimmick and then it ended abruptly. First off I would suggest finding some new graphics to go over those darker airship tiles because the ones that go up and down have an awkward lighting error. Get rid of the rupees altogether. Try making the generator warp out instead of blast out because then it makes it annoying to time just right so the player can go across without having to deal with crazy jumps. And last, but most important, MAKE THE LEVEL LONGER. This level was so short to the point I could barely start to enjoy it.
zlakerboy357 (2/10)
- A short level. I can't say I was impressed to be honest since I couldn't see any new gameplay elements. The Rupees doens't fit since the level is Mario based and not Zelda. The Question Mark Blocks should've had the same colors as the Blocks. The idea of stopping the time so you could jump on them was a cool addtion though. Overall I don't have nothing else to say.
67. HarrisonTheKitsune - Casino Moon - 1.8/10
- Bomber57 (2/10)
- Starting off, the level has no background (I had to go find it for you) and the custom music wasn't set up properly (which I ALSO fixed). I don't even know what happened with this level, jungle background and tileset with some pieces of the casino tileset makes for a shitty casino, or should I say, NOT A CASINO IN THE FIRST PLACE. There are two keys at the start, one of which you use in a second section. Issue is if you forget to bring that key you can't go back to grab it, trapping the player. The star is in a rather deadly location and the level doesn't technically end on a star but allows a player to exit through a door with a 1 star requirement. Did you not realize this would be put into a project?
Chad (2/10)
- There's very little going on in this level. It's mostly just a few isolated and seemingly-random block formations. You have the player take a couple of keys to a couple of locks, and that's it, you're done. The gameplay is extremely minimal and brief, and the visuals are pretty much the same. There isn't a lot to give points for, I'm afraid.
Quill (2/10)
- What an odd level. It's really simple and really short. I'm not really sure how to comment on it. It's just... lacking in everything. There's nothing special.
Valtteri (1.5/10)
- This is a really inadequate level... And yet there's so much you could do better. The first section lacks enemies. You just walk through the section twice, which is boring and slightly frustrating, and if you enter the door under the floor without the second key, you're stuck! Then you need to dodge a couple of Grinders and grab a Star and enter a door and that's it. The level needs to be longer, and it could really use a background, too.
zlakerboy357 (1.5/10)
- There's no background. The level had a weird use of the casino tileset. The Tanooki Stone Blocks wasn't really needed since you could've used normal blocks instead. I really find the Zelda 2 BGOs, the SMB3 Fortress BGOs and the glowing object in the start of the level unfitting. I can't really say I enjoyed the deisgn since the level was very short and nothing really special :/
66. Coll4040 - Contest Level 2 - NOT A SEQUEL - 2.22/10
- Bomber57 (1.5/10)
- I don't even know what to say about this level. Is it a joke? Is it serious? I can't tell. Sloppy design, overly difficult parts, and a bossedit8 advertisement. These points given are all effort points, folks.
Chad (4.2/10)
- This level felt rather odd. It doesn't really follow any sort of theme, both graphically and in its overall structure. None of the visuals really fit together, and the layout is generally very empty. The block placement's a bit messy as well, but it does at least accomplish what it attempts to do concerning the gimmicks and overall gameplay. The level gives the player a good variety of tasks like suddenly submerging a room followed by reversing that, grinder-jumping, giving Blue Yoshi some rare use (although now people can just use him in the hub and break other levels), note block jumping, and duck-hopping up walls. The level pulls these things off minimalistically, but still does an okay job of it. However, the wall-duck-jumping gimmick is broken by the ability to phase through them when you turn around. I also found the big plants in the submerged room to be tediously and restrictively precise to swim around, and the bullet generators are a big difficulty spike. Requiring death to get a star is a bad idea as well. Overall, this level tries to do a lot and functionally suceeds in some areas, and that makes it somewhat pleasant to play for what it is, but it's very unrefined in a lot of core aspects.
Quill (3/10)
- What a bizarre level. Not sure if this is the creator's first level or not. If so, you didn't do a bad job. Try to keep to one theme and not have loads of blind jumps and plain randomness.
TNTtimelord (1.4/10)
- This level is such a mess. Honestly, what kind of theme were you trying to get at here? It switches from so many different styles, games. It's pretty obvious this is a first level here. Try sticking to a solid theme next time.
zlakerboy357 (1/10)
- Pretty bad level. The aesthetics here cause of the bad because ya used GFXs that didn't fit well together. The level has a lot of issues with the deisgn and gameplay because most of the stuff didn't even make sense. I mean it was random! How are you even suppose to get the first star of the level?
65. Magibowser - SMB3 Showdown - 2.28/10
- Bomber57 (3/10)
- The level might've been alright if it wasn't about ten seconds long. Ah well.
Chad (3.3/10)
- It's basically a SMB3 overworld, but incredibly short. It's around 30 seconds long and contains 5 enemies. But what this level does within those 3 screen widths, it at least does decently enough and looks nice. It's standard Mario gameplay with nothing to really complain about other than that it ends as soon as it begins.
Quill (1/10)
- Super Easy Road's little brother. Not quite tall enough yet.
TNTtimelord (3.6/10)
- This level is really intense! It's got 2 goombas and three koopas in them, and one is a whopping GREEN SHELL parakoopa! Wow man, the way you placed them, it was intense, and I could barely get past them! This level also had amazing length, and it took me a total of 15 seconds! That's way too long of a level.
In all seriousness, put more effort here. It's way too short. It looked fine, but it was way too short.
zlakerboy357 (0.5/10)
- Easy and short level. Can't complain about the placement or how the level looks, but I find the Orange Desert sizeable block unfitting. It would be cool if this was lengthed.
64. TheTurnipLord - Beetle's Domain - 2.32/10
- Bomber57 (1.5/10)
- I literally couldn't beat this level without godmode. You can literally die within seconds of starting the level, and it gets worse from there. The level from then on is a constant bombardment of buzzy beetle themed enemies, mostly Jumping Cheep-Cheeps. The boss was a giant pixelated Buzzy Beetle chase, which also seemed nearly impossible to complete without getting hit or dying. The final section is then a climb on a ton of flying Buzzy Beetles while outrunning lava that ran a little too fast. I guess having a level with Buzzy Beetle themed enemies was neat, but the result left much to be desired.
Chad (2/10)
- WAY too many NPCs. Just the first milliseconds have beetles swooping down and killing you, and you almost can't avoid them in your tiny little starting corner unless you know they're coming and react perfectly. The remainder of the level is this at every possible step, where pretty much every screen has an enormous cluster of enemies at once. Even in God Mode I didn't get very far, because the beetle carrying the pipe actually turns around before you can reach the checkpoint platform, making it impossible to progress. The only reason I'm giving it any points is because it's at least designed like a somewhat serious level.
Quill (3.5/10)
- I like the idea of bats swarming the player, but there are far too many enemies on screen at once. Both on land and in the air. It makes this level virtually impossible and makes the level look lazily made due to the overload of enemies. The design is simple and doesn't work well for the player either.
TNTtimelord (2.6/10)
- Wow, and I mean wow. It couldn't be more obvious you didn't test to make sure your level is possible. There is an unbelievable amount of buzzy beetles attacking you all at once RIGHT when you start the level, and there isn't much room at all to try and avoid them. There aren't enough coins, lives, or power-ups to stay alive for long in this level because the sheer amount of enemy spam is unbelievable.
zlakerboy357 (2/10)
- The level's concept is basically the variation of Buzzy Beeltes. Firstly I'd like to point out that the death effect for most of the Buzzy Beetles are missing and a lot of them has cutoff as well. Second thing is that this level has probably one of the worst NPC placement is the world. The first section starts off by a unexpected Para Beetle Swarm coming at ya and I really find that unfair. The pipe gimmick in Section 2 is pretty cool, but again it was pretty hard have a good gameplay experience when a swarm of Para Beetles is coming at ya. And when you're warping out of Warp 2 you can obviously see the SMB1 Axe as it doesn't fit to the environment of the level, while though it's pretty obvious it's suppose to activate an event. The boss chase in the level was quite fun though. Having Buzzy Beetles Shells jumping at ya seems pretty cool. The only problem I saw in the chase was the boss music since I really think it doesn't fit well with the GFXs of the level. Speaking of the GFXs of the level I didn't find the mushroom BGOs good-looking with the tileset since the shading it's completely different than the tileset. The music isn't exactly my taste and it didn't fit with the GFXs you used. The design wasn't that impressive. I couldn't really enjoy it due of the huge amount of enemies you used in the level.
63. Jack Goff - JG Third Level - 2.81/10
- Bomber57 (3.75/10)
- A pretty decent level. The inside castle section had some neat ideas, such as the ice bricks maze. The last section was a little tough because at the top it was hard to avoid some of the red donut blocks above head. It had some fun challenges as a basic level.
Chad (4.3/10)
- This level doesn't have a lot going on for it, honestly. It's a short grassland, then a difficult castle. There is some variety, like really tricky donut blocks and blue bricks. People don't usually use them that way, I'll give you that, it's not often done, so it felt a little different. However, the design is pretty bare. It felt really flat and empty, for the most part. The gameplay's fine, the obstacles are decently placed, but the level didn't have the feeling that a lot of effort was put into it, as it's not much to look at. It's not awful, just not particularly interesting either.
Quill (3.5/10)
- If this is your third level, it isn't that bad I suppose. Try to stick to one theme and not have so many random and unfitting elements in your level. For example, the flying koopa troopa overload just after the start was really not needed and can be annoying to deal with.
TNTtimelord (1/10)
- This was a short and lazily made level. All the gimmicks involved the player destroying their own path, which is kind of something the player does NOT want to do just in case they mess up without dying. Also, the things a regular level needs, like coins and items, are only at the beginning. Try spreading them out equally.
zlakerboy357 (1.5/10)
- Hard level ya got there pal. I liked the idea of jumping on a Koopa Paratroopa, but I hate it when it's a million of them in a group. The Ice Block thing you did in Section 2 and halfway through Section 3 was a cool idea, but the lava part in Section 2 looked pertty awkward. The level also had a lack of BGOs in the castle area. The grassland part in Section 1 had BGOs that doesn't fit very well together. And please don't use Red Donut Blocks as a challenge as they fall quickly. Use the regulars one instead.
62. Kooper4 - The Puzzle That Be - 2.84/10
- Bomber57 (3.5/10)
- A neat little puzzle. Too bad this wasn't a puzzle contest.
Chad (3.5/10)
- The puzzle is interesting, but you basically have to perform it just right or you're dead. It's not all that fun, because it doesn't really take skill, but rather dying a bunch of times until you get it right through luck. Relying on those bouncy blocks just makes it worse, because it's invisibly solid on the bottom, which will repeatedly screw you over at just about every step. The worst part is when this happens as you try to bounce up the Goombas. Go slightly too far left or right, and the Goomba or Muncher will kill you, but any less and you'll hit the underside of the block. You don't allow even the slightest error with those jumps. But even if this was handled more intuitively, it's still super short. A single screen with a few enemies and blocks doesn't feel like it accomplishes much.
Quill (4/10)
- This is a nice little challenge, but it suffers from a few problems such as the colision with the note block replacements ruining some runs. The idea with the red koopa landing on the blocks is neat. It's sometimes difficult to hit the yellow switch due to it hitting the note block instead.
TNTtimelord (2.7/10)
- Very clever puzzle, but did you really mean to send something THIS short to the contest? There's hardly anything here!
zlakerboy357 (0.5/10)
- Bad level. The concept wasn't really bad to be honest. It was just badly made and designed. The SMB3 Grass was unfitting in my opinion. The level could've been lengthed a lot :/
61. Turtwig - Cookie Land - 3.02/10
- Bomber57 (2/10)
- A land full of cookies. Design was bland, and collecting all the dragon coins didn't seem to do anything at the end of the level (where a 2nd star should have appeared). Also, six dragon coins is an odd number to have. Anyway, 2/10 wouldn't eat again.
Chad (2.8/10)
- Sorry, but this really isn't a good level. The design feels kinda sloppy, alternating frequently from flat expanse to tricky cramped jumping. The rolling cookies are way too fast, often going ahead of you when you need to jump over a bullet. The swimming area's too flat and open, and the bridge afterwards has excessive flying fish and doesn't make much sense in a cave with no more water. The level just throws things at the player that aren't really connected in any way, with difficulty that's constantly changing. It doesn't function very well as a whole or end up being very enjoyable, as the gameplay consistency is just not there. Also, don't put two stars in the same section, as it'll only count one. Using invisible floors is also not very nice, because it expects the player to stand on what looks like death.
Quill (5.5/10)
- Interesting level. I liked the cookie gimmick at the start where you pulled it out and used it to progress. That was pretty unique. That's unfortunatly the only thing that stood out about this level. In Section 3, give some more indication that the land above the dragon coin is actually able to be stood on, as when you play, it looks like you could fall and die.
TNTtimelord (2.3/10)
- This level had a little bit of something going for it towards the very beginning, but then things started to go all over the place and the level ended up not being very consistent. NPCs seemingly came in waves, I didn't see very many coins or question blocks at all, and graphically, it really didn't look all that appealing to me. The music was a rather enjoyable choice though.
zlakerboy357 (2.5/10)
- An okay level I guess. I really didn't like the idea of having SMW Cloud background with a cookie tileset. The level had a lack of BGO variety and some parts had a lack of BGOs. Moving onto the gameplay and design I felt it wasn't mind-blowing or anything new as I didn't quite see any gameplay elements or any new to this level. However I liked that you added Dragon Coins as it would allow replay-value. Other than the level was badly designed.
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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Tue Oct 28, 2014 11:06 am
This tier 2 somehow reminds me of the tier 1 of the last contest, but without all the joke levels.
EDIT: By the way, how many tiers are in this contest?
Last edited by RudeGuy on Tue Oct 28, 2014 11:11 am, edited 1 time in total.
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Waddle
- Tellah

- Posts: 1583
- Joined: Sun Sep 07, 2014 4:59 am
- Flair: hi!!!
- Pronouns: He/Him
Postby Waddle » Tue Oct 28, 2014 11:09 am
*gasp* IM NOT TIER 2! YAY
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JupiHornet
- Boom Boom

- Posts: 2399
- Joined: Tue Sep 02, 2014 5:43 pm
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Contact:
Postby JupiHornet » Tue Oct 28, 2014 11:11 am
TFW Tier 2 ;-;
Bomber57, you probably missed the first dragon coin (in the upper pipe at the start: yes I accidentally put 6)
Chad, I didn't know about that glitch.
Quill, I made it look like you were supposed to die on purpose.
TNTimelord, yeah this level wasn't my greatest.
zlakerboy, I forgot to make the sky orange :/
Thanks to the judges for their reviews! I'll keep this in mind when I design my next contest level (already started)
Last edited by JupiHornet on Tue Oct 28, 2014 11:14 am, edited 1 time in total.
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SuperWingedYoshi
- Volcano Lotus

- Posts: 547
- Joined: Thu Feb 27, 2014 9:23 am
Postby SuperWingedYoshi » Tue Oct 28, 2014 11:13 am
I'm above Tier 2 for the first time ever!  But I call that luck since there seems to be a lot of bad levels and/or stricter judges this time, unlike CC7 and CC8.
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JupiHornet
- Boom Boom

- Posts: 2399
- Joined: Tue Sep 02, 2014 5:43 pm
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Contact:
Postby JupiHornet » Tue Oct 28, 2014 11:15 am
Christian07 wrote:This tier 2 somehow reminds me of the tier 1 of the last contest, but without all the joke levels.
EDIT: By the way, how many tiers are in this contest?
I heard there will be 8 tiers X_X
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zlaker
- Reznor

- Posts: 2844
- Joined: Fri Dec 20, 2013 1:46 pm
Postby zlaker » Tue Oct 28, 2014 11:18 am
Good luck to the remaining participants!
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moemoe02
- Guest
Postby moemoe02 » Tue Oct 28, 2014 11:23 am
The teir 2 results are released and I still do not see my name and my levels name which tells me I have broken out of the second tier!
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glitch4
- Banned
- Posts: 2577
- Joined: Tue Dec 31, 2013 3:43 pm
Postby glitch4 » Tue Oct 28, 2014 11:24 am
Oh shee, I wonder what will happen in Tier 3 tomorrow...
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AirSeus
- Blue Yoshi Egg

- Posts: 1121
- Joined: Fri Feb 14, 2014 2:40 pm
- Flair: Ok no
- Pronouns: He/Him
Postby AirSeus » Tue Oct 28, 2014 11:32 am
YES, NOT ON TIER 2 EITHER!!!!
I will probably be on tier 3, I bet!
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zlaker
- Reznor

- Posts: 2844
- Joined: Fri Dec 20, 2013 1:46 pm
Postby zlaker » Tue Oct 28, 2014 11:33 am
GLD4 wrote:Oh shee, I wonder what will happen in Tier 3 tomorrow...
Porbably a shitstorm due of the low scores I gave on some of the levels.
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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Tue Oct 28, 2014 11:51 am
To everyone who was expecting to be in tier 2 again: the last level in tier 2 got the score of 3.02 (trash can average material, so). From this thing, I think that the tier 3 will have levels which got 3-5 points.
Last edited by RudeGuy on Tue Oct 28, 2014 12:58 pm, edited 1 time in total.
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Magna
- Banned
- Posts: 1493
- Joined: Fri Jun 06, 2014 9:17 pm
Postby Magna » Tue Oct 28, 2014 12:04 pm
So let's see here:
Tier 1: The Joke Levels
Tier 2: The Hard Levels
Tier 3: ???
Glad I made it past the first two tiers on my first contest. Wish everyone luck!
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Marina
- Cecil

- Posts: 2381
- Joined: Sun May 25, 2014 7:01 am
- Flair: everything's still romantic, right?
- Pronouns: she/her/they/them
Postby Marina » Tue Oct 28, 2014 12:20 pm
Tier 3: the mildly entertaining levels that noone really cares about and are absolutely forgettable.
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Kyo
- Rocky Wrench

- Posts: 636
- Joined: Fri Dec 20, 2013 2:12 pm
Postby Kyo » Tue Oct 28, 2014 12:34 pm
Last time you needed 5 out of 10 for the second tier. Now you need 3 out of 10 for the third tier. kk
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Mista Epic
- Guest
Postby Mista Epic » Tue Oct 28, 2014 12:39 pm
Oh shit oh shit
Not in Tier 1 or 2
Oh daaamn yesss
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Superiorstar
- Birdo

- Posts: 2153
- Joined: Tue Jul 22, 2014 5:49 pm
Postby Superiorstar » Tue Oct 28, 2014 12:52 pm
Im not in tier 2. fucking perfect.
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JupiHornet
- Boom Boom

- Posts: 2399
- Joined: Tue Sep 02, 2014 5:43 pm
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Contact:
Postby JupiHornet » Tue Oct 28, 2014 12:55 pm
Christian07 wrote:To everyone who was expecting to be in tier 2 again: the last level in tier 2 got the score of 3.02 (trash can material, so). From this thing, I think that the tier 3 will have levels which got 3-5 points.
>my level got 3.02
>trash can
Wow rude ;-;
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