Level Contest 9: First Place

Official community level contests.

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DatDude
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Re: Level Contest 9: THIRD TIER

Postby DatDude » Thu Oct 30, 2014 3:00 am

What, i'm not in Tier 3? Oh no, then i'm SO GOING to be in Tier 4.

JupiHornet
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Re: Level Contest 9: THIRD TIER

Postby JupiHornet » Thu Oct 30, 2014 9:26 am

Is the topic dead again X_X
Looking forward to Tier 4 results :)

Valentine
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Re: Level Contest 9: THIRD TIER

Postby Valentine » Thu Oct 30, 2014 9:34 am

I"m quite scared of tier 4.

zlaker
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Re: Level Contest 9: THIRD TIER

Postby zlaker » Thu Oct 30, 2014 9:39 am

Valtteri told me it will be up soon. Probably in 10-20 minutes :P

h2643
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Re: Level Contest 9: THIRD TIER

Postby h2643 » Thu Oct 30, 2014 9:48 am

So now we have to wait 0-10 minutes. Ok.

Valtteri
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Re: Level Contest 9: Tier IV

Postby Valtteri » Thu Oct 30, 2014 9:59 am

I have tier 4!

Tier 4 Places 41-50
Spoiler: show
50. 116taj - Dungeon of Doom - 5.06/10
  • Bomber57 (5.5/10)
    • A surprisingly short level. There were a few spots in this level where things were just plain unfair for the player. At the very start there is a Thwomp in a narrow passage with a bullet bill launcher. You have just enough time to get by the Thwomp when it starts to go up again. The first switch room also had too many enemies. The boss was the most unfair. Avoiding two bowser statues at the right height for Mario's jump while dodging a Ludwig reskin is really difficult. And you have to do it in three phases. The boss was simply uneccessarily difficult.
    Chad (6.1/10)
    • Good little castle level. The design is decent enough with plenty of well-placed enemies and obstacles to get around. I like the bit of exploration you have to do to find the switches, as it makes you search without investing a ton of the player's time. I felt like some of the switches were redundant though, and there isn't a nice indication that you have to take the lower route first. If you go up first, you make the player backtrack needlessly. I also found a couple the Thwomp and Bullet Bill at the start to be poorly placed, as it's a really narrow space to avoid both simultaneously. The boss is a bit overkill, too. Bowser Jr. with a couple flame statues? Cool, and a fair challenge. Second phase of this with a couple extra enemies? Fine. Lotus on a platform that Jr. bumps into when he jumps? Excessive, and the projectiles become spammy and overly difficult to predict. But other than that, this is a fun little level. It's nice and short with some pleasant gameplay and moderate difficulty.
    Quill (6/10)
    • I liked how you used the switches in this level. It wasn't too special, but it was an interesting way to use them. The level is fairly basic, but kept me entertained. The boss was a chore as you had to fight the same boss 3 times with really small adjustments each time. That wasn't really fun.
    TNTtimelord (4.7/10)
    • I'd say this was rather a sub-par level. The design wasn't all that bad, but the 4x4 block were clearly seen and eventually the fill area looked really lazily done. There also wasn't a single BGO from what I saw and it made the castle look really bland. NPC placement wasn't all that bad and from what I experienced, question blocks and coins were pretty generous here. The Boss fight, although kind of regular, had a pretty nice touch with the double bowser statue and a slight arena layout change every time one of his phases went by.
    zlakerboy357 (3/10)
    • Pretty bad level to be really honest. It had a lack of BGOs and music wasn't really fitting. I didn't really like having enemies in different types of styles like SMW Boos, SMB2 Bombs, SMB3 Goombas and SMB1 Hammer Bros. I would go with one style instead. The NPC placement was pretty bad as well and same goes with the gameplay and the level design. The boss was badly made as well. It was extremely boring and pretty boring.
49. Trace42 - Fire Castle - 5.13/10
  • Bomber57 (2.75/10)
    • Alright, this level had tons of issues. In the first section, the lava rises and falls too fast. This isn't an issue at first because all the platforms are far above the lava. Then you suddenly get a platform that is not even a whole block above the lava when the lava is at it's lowest point. The same goes for a climbing chain next to it. You can easily avoid this with the leaf block at the start, but if you start as small Mario there is no way for the player to get it unless they hit an invisible mushroom block at the very left of the starting screen. How was the player supposed to find THAT? Anyway, once you are actually inside the castle you are greeted by an absurdly hard podoboo shoe/lakitu shoe section with a checkpoint. One hit means death in these, and there is plenty to hit the player. After that you have to go on a rising platform. This section isn't too bad except toward the top there are several Volcano Lotuses that will get pulled onto the platform and will be nearly impossible to avoid. On the section before the boss, you have to deal with a firing line of Bowser statues and a Lakitu in close quarters. The boss is a giant pixelated Bowser. It wasn't bad save for the fact that his large sprite was hard to dodge and could be obscure in how large the hitbox is. Once you make him fall through the floor. Nothing happens until the player realizes they have to jump down, only to be greeted by Giant Bowser next to a star. Seriously? You couldn't have just made an event where once the Bowser NPC is dead a star appears? I died to this when I hopped down, which was very cheap.
    Chad (6.4/10)
    • Pretty good atmosphere for the castle and its exterior. You set a nicely dark scenario for the level, especially when you first enter the castle and the lava's inside the walls. I also like that the design is fairly tricky and precise without being murderously difficult, just enough to keep players on their toes and require a lot of caution and planning. The lava at the start is excessively close, though. There's like no time at all to land on the really low platform, so you have to perfectly Podoboo-jump. Lava's hitbox is way too sensitive for that. The leaf is helpful though, except nobody's going to think to look for that invisible block. Even if they do, the Mushroom will likely just go offscreen immediately. Good usage is made around lava-themed gimmicks such as the skull raft and special boots though, except you made it possible for a Luigi player to bring the Lakitu's Shoe into the hub to break levels with. Also, one might accidentally grab the shoe as Mario, change to Luigi, then it's gone and you're forced to die. I really liked the elevator section, as its hazards are rather effectively placed to provide optimal challenge in there. The Lotuses are overkill, though. Pretty much every possible gap was covered by a fireball. I'm really disappointed by the boss, though. Making the arena extra wide to accomodate giant Bowser is nice, but sometimes the room to dodge him and his fire is simply not there. Either the fire will be over you and there's not enough room to duck, or the fire will be moving at just the perfect speed so that jumping over it makes you hit the back of it, or you do successfully jump over it but then Bowser's enormous hitbox flings at you with breakneck speed. And when the boss is troublesome like this, it doesn't need a second phase. Fortunately, I didn't have to fight it because the star's layer was enabled by default. Overall, fairly nice and interesting level overall, but the boss isn't as fun. It might have helped if the checkpoint was closer, because it is a bit early in the level. You do offer the player two Fire Flowers though, which is somewhat helpful.
    Quill (6/10)
    • Thanks for a good amount of variety in this level. Much appreciated. The lava at the start is kinda annoying, as there are places you have to land that are only safe for a mere second. The elevator section glitches the player at the very end if they stay still. The boss fight needs some tweaking. For example, pillars end up floating if the bricks they are on are destroyed. Bowser himself looks hideous and the fight isn't fun.
    TNTtimelord (6.5/10)
    • Although it was a nightmarishly hard level, I thought it was rather intricately designed. The way you detailed the level really wouldn't have been the way I did it considering most of it doesn't fit well with the SMW castle and lava, but it nonetheless fills up the level with something. Every section was very difficult, as it's tough to avoid the enemies and their projectiles, but it was JUST enough to the point where it wasn't quite enemy spam. I also would have settled for a few more coins set out in various places. By the way, hasn't someone made a giant SMB3 Bowser that is NOT pixelated like the one you used? It really bugged me how people today still use pixelated graphics with the sheer amount of users AND graphics who wouldn't make that a problem.
    zlakerboy357 (4/10)
    • Alot ofthe GFXs you used in this level wasn't a great choice as they all have different types of shading and styles. I'm recommending going with only one style. The level had a boring design as it didn't introduce any new gimmicks or gameplay elements. Some parts of the level was pretty hard due of the large amount of eneimes you used. And boss wasn't that impressive as I though it would cause it basically a gigantic Bowser which is a cliche to be really honest.
48. DatDude - Relentless Fortress - 5.2/10
  • Bomber57 (5.5/10)
    • Eh, this level was okay. It's generally flat, and enemies like to appear in conga lines at points. You don't get a powerup until pretty far into the level, and then the level practically throws powerups at you. The first bowser fight at the end was rather difficult, but not too bad if you played right. Though, the second one was hard. Dodging both his fireballs and the bullet bills was a little too much, and with how long it takes to kill him with bombs the fight could've both been easier and had a checkpoint before it.
    Chad (6.2/10)
    • Not bad. It's a relatively short castle run with a lot of tricky difficulty, but within reason. The design is comfortably narrow so that you still have to move with some precision, but without it being too restrictive. Except perhaps for the part with the Thwomps and Podoboos. The bosses are pretty good, they're simply made but good challenges. A midpoint before Dry Bowser would be nice though, as well as a few powerups going in. Also, having powerups be invisible is lame, because you reward the player with life only for being lucky. There isn't one at the start, so unless you know they're there, you don't get anything for most of the level. In fact, there are only two visible powerups in the entire level. The level's alright other than that, but definitely work on powerup distribution.
    Quill (5.5/10)
    • It's an alright level. There's a nice use of enemies, but some more variety would have helped a little. The background object bricks should be darkened, as it's easy to confuse them as solid blocks. I wandered around for ages only to find out that the barrier blocking me was actually a background object, and since I didn't realize this completely at the time, I fell in lava and died. The end bowser fight drags on and isn't that fun.
    TNTtimelord (5/10)
    • This was a very flat and somewhat boring level. Not very many items or coins from what I saw, and I personally thought the second boss would have needed one or two mushrooms, because just a double projectile seems to play a huge role in the difficulty of that boss. Also, the gray goomba is missing its death effects. Other than these issues, it's a fine level, the design is subpar
    zlakerboy357 (3.8/10)
    • I really recommend adding BGOs outside of the castle as it looks pretty bad. The design was pretty bad and the NPC placement wasn't really great either. Another thing I don't like is that the grey Goombas are missing a death effect. The bosses were simple and I dislike the Bullet Bills because they can kill the player after you've finished the boss which is unfair. :/
47. DarkMatt - A Field of Vicious Trappers - 5.3/10
  • Bomber57 (6.5/10)
    • First thing I have to say about this level is that I absolutely loved the music. The calming acoustics and soothing beat really reminded me of a warm summer evening and generally made me feel good. This was a pretty nice and straightforward level. A few areas had enemy overcrowding, especially with the Nippers that could jump up the platforms. This level has a rather interesting easter egg that I won't detail. Go find it yourself, players!
    Chad (7/10)
    • This was interesting. I like the gradual transition from simple grassland to dangerous Muncher field. It's a good introduction to the level. Once there, the design and gameplay become entertainingly tricky and keep you on your toes. Enemies in the second half are a little excessive, though. Once you begin stacking things with that many enemies around, they start bouncing off of each other unpredictably. That's a minor gripe, though. This was an enjoyable challenge, and it was short enough to not be stressful or overstay its welcome.
    Quill (5/10)
    • This isn't a bad level in the slightest, it's just very generic and plain. There's an overload of enemies too and many areas felt cramped which is unfair to the player. Add some more variety in terms of terrain and choice of enemies to make this level better.
    TNTtimelord (4/10)
    • There are TOO MANY enemies in this level to the point I can't even survive more than 10 seconds, or unless I'm lucky. Cut the amount of enemies you have in this level in half before it becomes mildly enjoyable and not a spamfest of enemies.
      *gasp* on a less raging note, I thought the level was true to it's name. It wasn't atmospherically pretty in any way at all as there was game mixing up the ass (almost as if it was intentional) and for the most part it didn't look all that great. Also, what's with the graphic folder? Pretty sure you didn't take this seriously.
    zlakerboy357 (4/10)
    • This is a level with GFXs that doesn't fit very well. This level doens't look very pleasant since most of the graphical stuff you added here doesn't fit very well. There are SMB2 Shy Guys, SMW Propeller Plants, SMB3 Goombas, SMB1 Question Mark Blocks and even more. None of them didn't even blend well together. The design was kinda tricky due of the amount of NPCs and Muchers that was placed throughout the level. I suggest decreasing the number of NPCs and Munchers cause it makes the player very frustrated and it's extremely unfair. The design of the level was pretty straight forward and I didn't really enjoy it. I didn't really see any gimmicks or gameplay-wise stuff.
46. Zupermariobros - Volcano Madness - 5.36/10
  • Bomber57 (5.5/10)
    • AAAAH MY EYES! Seriously, every contest. EVERY SINGLE CONTEST has the BRIGHT RED VOLCANO. The level was very brisk, and didn't have too much to offer. I liked how you made the skull rafts go through the pipes using BGO rather than solid block. The boss was odd, in how you lose if you let it leave the screen rather than dealing with it attacking you (there's a giant podoboo dispenser on the right, though). Not much else to say, just use a less retina-destroying tileset next time, PLEASE.
    Chad (6/10)
    • Decent level. It's a somewhat short and linear run with reasonably difficult enemy placement and well-designed skull raft segments. Pokeys don't work on slopes very well, and it's a little excessively cramped in a few places, but otherwise the design's alright. It's a fairly average setup, but it's not bad. The boss is somewhat interesting though, especially the health bar at the top. It introduces the new idea in a fair way that the player can reasonably grasp.
    Quill (5/10)
    • This is a fairly short level. Seemed to be over before it begun. The skull ride was pretty ordinary but since it went through the pipes it added something a little extra. I'm not sure why you gave the player 2 powerups and 2 lives when the boss is fairly easy. The podoboo also has a broken death effect. This level is nothing too great, but it doesn't do much wrong either.
    TNTtimelord (5.7/10)
    • Man, that bright red and orange just kills my eyes. It's not that badly designed of a level, but the color palette you used is just absolute murder on my eyes. Coins and items were good, NPCs placements were also good. Some parts were a little cramped, like the part with the single skeleton pokey and even a couple of the skull raft areas after that. The boss was kind of awkward and easy to nerf. It was also possible to stomp on the podoboo and see it's Banzai Bill death effect, so I'd suggest you fix up that.
    zlakerboy357 (4.6/10)
    • I dislike the SMB3 Fire Flowers and the SMB3 Mushrooms since most the level is SMW styled and it doesn't look good to me to be honest. The design was okay, can't really complain about it than it was kinda boring due of the lack of gameplay elements the level had. The boss was very easy and not very original. I can say it didn't stood out compared to the most of the bosses I've seen.
45. dragonfan96 - The Sands of Time - 5.37/10
  • Bomber57 (5.75/10)
    • I'm gonna start off by saying that on the top of the block tower at the start, if you carefully relocate two pokey segments you can reach the secret star right above. I'm pretty sure this isn't intended. Anyway, the sections outside of the pyramid are pretty fine, but inside the pyramid things get...unique. You switch between Mario and Link as you play inside the pyramid. The only problem is that there are thwomps on the stairs. They are no problem for Mario, but they can be a hassle for Link. I also feel like parts of this level aren't tested. There's a quicksand pit that you can just fall straight through. There is also a locked door you can walk through as if it weren't. A lot of the areas inside the pyramid are cramped.
    Chad (5.2/10)
    • I didn't really have fun in this one. There are some good ideas for puzzles here, and it uses a variety of switches, doors, and passageways to pull it off, and the level certainly has a complex layout to do it with. However, I just don't feel like it was handled well. For instance, the interior sections are restrictively narrow, so moving around is a pain, while surprise Thwomps in the upward stairs will come down at you before you see them. There's also sky warp that will actually kill you because the directions are set incorrectly and will glitch you through the pipe. The P-switch bridges are designed somewhat well, but you should really have a few consistent switch generators rather than multiple singular instances that make you do more planning on the fly than you really have time for. The checkpoint area has too many enemies, the door beneath it is in fake quicksand that kills you if you aren't aware, the timestop run is easily broken because pressing the P-switch while time is stopped will have no effect, and the last few parts make you spend way too much time in quicksand. The Thwomps in the yellow swich room are placed somewhat cleverly, though. But overall, while I like what this was going for, a lot of it could have been executed better.
    Quill (6.5/10)
    • Interesting level. I like that you have to switch between using Mario and the elf. It's kinda neat. The inside of the temple is sometimes too cramped and it's hard to figure out what exactly is going on at times too. I'm not a big fan of how you used the keys and locked doors either especially initially as the keys took me a while to find. That might be just me though.
    TNTtimelord (5/10)
    • How dare you use Gerudo Valley before I get a chance to! I was going to use it too eventually! ;-;
      This level would have been a really fun pyramid level, but it is WAY too cramped and I could hardly avoid a single hit, nonetheless thwomps all over the place. I'm also not a huge fan of constantly switching between Mario and Link just to get through the maze of a level, and the music also sounds absolutely hideous inside the pyramid. The outside desert areas were nice and tranquil. The death effect for the goomba is also missing.
      Also, the pipe on the secret exit goes the wrong way, and this ends up killing the player.
    zlakerboy357 (4.4/10)
    • Okay level. I really found the quicksand BGOs a bit confusing as some of it acted like quicksand that you could sink through, while the other one was basically on the floor. The design was boring since I really found the challenges boring and not fun. The level looked pretty bad, graphically since most of the GFXs doesn't blend very well.
44. MECHDRAGON777 - Regen Gefüllt Plains - 5.43/10
  • Bomber57 (4.25/10)
    • While the atmosphere for this level is rather nice, the gameplay is rather lacking. The section with the checkpoint is horribly cramped, both with enemy placement and block placement. The secret is really oddly handled. Some of the moon coins are impossible to get. The sign after the first star is also confusing, as no path seemed to have opened after you got it. I also don't understand the random secret exit. I assume that, because of that secret exit requiring a Tanooki Suit that was never in the level to begin with, that this level was pulled from a project not yet revealed.
    Chad (5.5/10)
    • An okay level. It's a short and easy run with some standard platforming, as well as secrets to be found if you're inclined to look. It's a decent setup with some nice atmosphere and detail, and the design matches the theme of the level rather well. The layout of the checkpoint area's sort of squished, though. I kept hitting my head on the tiny alcove where the red shell is because there's little room to move, and I had difficulty telling what's a warp and what isn't (as well as getting caught between them because of entrances/exits in the same spot). Other than that, the main route's decent. However, the methods that you chose for the secrets are a little broken. The Moon Coin halfway through the first section is completely inaccessible, there's no indication to the player that the coin in the (ambiguous) slope pit is accessible later, and the star is already there whether you get the coins or not. There's also a keyhole exit, which is both irrelevant to a hub setup and blocked off by Tanooki/Hammer bricks that you aren't given a suit to break. The second star's good, though. It's gently hinted at and easily missable if you're not paying attention, which is good for a secret. Overall, it's a small standard level with some decent platforming and a few odd design/secret choices, but the basic gameplay works for what it is.
    Quill (6.5/10)
    • This level was surprisingly interesting. It's somewhat generic, but adds in several creative elements are a pleasant surprise for a 1-1 level. The terrain is constructed in an odd but interesting way too, although sometimes it was difficult to land especially with the one tile wide ground. Advancing beyond Section 1 was a little confusing as it wasn't obvious that there was an instant warp in the gap. A pipe would have worked better there. The super long checkpoint isn't really needed and it doesn't look good at all. This section also suffers from the odd instant warps too. Not sure what the Moon Coins actually do as all the stars seem to be enabled. It's also difficult to understand how you actually get some of them too.
    TNTtimelord (5.5/10)
    • I'm really not sure at all how I'm supposed to get all the luna coins since there's giant unpassable holes to most of them. Also, the star at the end is possible to get anyways so the luna coins are completely unnecessary. Enemy placement is fine, but get rid of the 2x2 spaces because that's near impossible to avoid an enemy on. I do think everything lookd nice as well, and the atmosphere is played out pretty decently with the SMW remix of a DKC song (sounds very nice) and someone dull, gray, rainy tileset and background.
    zlakerboy357 (5.4/10)
    • Cool grassland level. The BGOs and the BG blended perfect together and the power ups inside the tileset was a cool touch. The level was sad-looking in my opinion and the music made it sound sad as well. The SMW Blocks though wasn't a great choice though. They were SMW styled and I felt they didn't fit there. Same with the waterfall background, but the The Moon Coin thingy you did though was a cool addition, though some of them were inaccessible and I had trouble reaching them. And the part where you were suppose to get through the Hammer Blocks (the blocks that can only get destroyed by hammers or by running into it with the Tanooki Suit while being a statue) was inaccessible
      as well since there wasn't any Tanooki Suit or Hammer Suit available. Moving onto the design of the level; it was okay, though it had some flaws like the small tall size tables. The level also had a lack of enemy variety. There were Goombas, Koopas and Piranha Plants, however I expected more enmies to be in the level. The only And lastly the pipe in the start of the level can confuse the player since it looks identical like the solid pipes.
43. RubberParasite - Ghost's Vine Puzzle - 5.45/10
  • Bomber57 (5.5/10)
    • This level had a pretty solid puzzle going on. It really required the player to look around and pay attention to the room. I also found that it was neat that each time you extended the vine, in a way. The level suffers from horrible enemy placement, specifically the Bots. They will almost always hit you if they jump at you while you are on the vine. There's also the Spark generators that will hit you instantly once you exit one of the REQUIRED AREAS. Anyway, the boss is pretty simple, but once you kill it you get a sudden surprise chase scene! It's a little too tough, with poison mushrooms and the like thrown at you while you have to run at essentially full speed.
    Chad (3.5/10)
    • Yeah, didn't like this one. The idea is great, I'll give you that, but it's honestly handled poorly. It does manage to be quite puzzling in true ghost house fashion, and I like the way you have to unlock each floor. The respawning vine block is quite clever and important for this level's purpose (although the sign should say "reset", not "delete"). But what ruins this level is the enemy placement. The generators are difficult to avoid, and you expect the player to go in the pipe for one of them. Another one is a blind jump through a floor that could easily lead to falling and dying. The main path is a narrow upward passage that the vine is to occupy, and you placed blend-in enemies that fall down onto you with little chance of avoiding them. The worst part is the boss, though. The chase sequence is not designed with other players in mind, because you have to be on the right edge of the boss arena ready to run as fast as you can before you can even expect anything to happen. That's the only chance of surviving, and you aren't given a midpoint so inevitably dying to that means redoing the entire level. The concept of the level is nice, but most aspects need a lot of work. Also, you can skip the last switch by jumping over the wall next to the boss door.
    Quill (7/10)
    • This was actually really cool. The whole vine idea is very unique, though the rooms you enter to access further areas are pretty bland. You can also access the boss door a little early since you can just jump over the barrier instead of deactivating it. The boss is generic, but the chase was pretty intense though it was a little short.
    TNTtimelord (4.5/10)
    • Very confusing puzzle level. It's all based on trial and error and I found that, after a while, tedious, but it stayed faithful to the trial and error gimmick, and it even was pretty good. Now the Big boo, boss battle (sort of a battle, more of a small fight then a chase) wasn't somewhat decently executed. The overall design, though, was kind of annoying and really all over the place.
    zlakerboy357 (6.75/10)
    • Nice little ghost house level. I liked the idea of trying to find switches so the vine could get higher. The block that restarts the block that contains the vine spawns a Ninjis. Instead I think you should've used another type of block. I really disliked having lava inside Ghost Houses though. The boss was well made, however you could see the death effect of the invinsible Pow-Blocks. The boss's pace could've been shortend in my opinion. Overall good job.
42. Blue Bomber - Arid Chambers - 5.61/10
  • Bomber57 (5.25/10)
    • This level was about as arid as it can be. And by that I mean not very. A third of the level was a water section. I don't have a major issue with that, just something I wanted to point out. Anyway, at points the layout felt a little flat. I wasn't a fan of the cramped water section with haphazardly placed Jelectros (that people seem to think is "good water level design") and I also felt that the fake star joke was a little mean as the player had to go out of their way to get to it. Nothing special to say about the secret since its a "collect the things to make a thing appear" type of deal.
    Chad (7/10)
    • Interesting desert level. The desert mountain and deep cave are set up pretty well, with both offering exploration in different ways suited to each environment. The desert is an open climb while the cave is a network of tunnels and a fun little swimming segment. You forgot to make the water swimmable in the second cave though, and it's a bit cramped in there with obnoxious enemies. Great job on both the Dragon Coin mission and its riddle, and the moderate length/difficulty of the level make both objectives fun and manageable. However, the congratulatory message can mess you up if the last coin you get is the Paratroopa one. The fake star's unnecessary too, and the Lakitu Muncher's fireball graphic really did not turn out well.
    Quill (6/10)
    • Interesting level. I liked some of the variety. The riddle isn't really a riddle, as it basically just tells you what happens. It's still nice to tell the player what exactly happens when the dragon coins are collected. The fake star really isn't needed. There's no reason to tell the player that the star used to be there and is now somewhere else. The thing that the lakitu replacement throws doesn't look good and it's not animated either.
    TNTtimelord (5.7/10)
    • I didn't really expect a desert mesa/mountain type of level to also have a hybrid of an underwater cave. The design was somewhat decent, but I think there should be a few more coins. Even though the underground water section of the level really didn't fit, it had a pretty decent atmosphere to present itself with, and it even ends up outshining the desert sections. If I were to name this level, I'd much rather have it something along the lines of "Underground Desert Springs" because "Arid Chambers" is anything this level isn't when it comes down to atmosphere.
    zlakerboy357 (4.1/10)
    • I really like the musical choices in this level. The level was kinda boring to be really honest. I really didn't like the way you used the tileset since the fill was extremely bland. Another thing is that the level has a lack of BGO variety. The cave part of this level only had waterfall BGOs and the desert part only had cactuses and bones. It also had a lack of enemy variety. The Coin placement was also bad here. I can't really say I enjoyed the level, though i liked the part with the fake star.
41. Wind - Snowflake Valley - 5.61/10
  • Bomber57 (5.75/10)
    • I think this was a nice little level. It was rather short, sadly. I really can't say much else on this.
    Chad (6.1/10)
    • A short, but somewhat charming level. I like the serene atmosphere and the falling snow. The sizables and enemies are nicely placed, and there's a lot of hills to traverse. The level doesn't have a lot more going on than that unfortunately, but it's got some nice standard gameplay going for it. Nothing's particularly bad about it, it's just a somewhat simplistic run, yet good for what it is.
    Quill (6/10)
    • Fairly short level but it's pretty sweet. The level is fairly basic, but it has a pleasant atmosphere which adds to the experience a bit. Good job on that. Try adding some more variety in terrain and enemy usage to improve. Add in some more gimmicks or something to make the level stand out more. The snowflake weather is probably the most memorable thing about this level and it doesn't even change the gameplay in the slightest.
    TNTtimelord (7.2/10)
    • This is a nice, cheerful little short level. It really didn't many HIGH quality things about it, and some of the graphics used here didn't really fit all that well either. Nevertheless, I still seemed to enjoy it. I really loved the little snowflake effect you did and even if they are 1x1, they still fit very well. NPC placement was just fine and items were plentiful.
    zlakerboy357 (3/10)
    • I don't like when people are mixing styles. It looks bad in my opinion. The level had alot of unfitting GFXs like the SMW Diggin' Chuck, the SMB2 Snifit and lots of SMB3 GFXs. The snowflakes was great addition though. It made the level feel like a true snow level. The NPC placement was really bad to be honest and the design was really boring and pretty bad as it didn't have any cool gameplay-wise stuff :/

RudeGuy
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Re: Level Contest 9: Tier IV

Postby RudeGuy » Thu Oct 30, 2014 10:03 am

Why does every level in tier 4 have the score around 5

h2643
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Re: Level Contest 9: Tier IV

Postby h2643 » Thu Oct 30, 2014 10:05 am

Because Tier 4 is an average tier, since this contest has 8 Tiers? And 5 is an average score?

RudeGuy
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Re: Level Contest 9: Tier IV

Postby RudeGuy » Thu Oct 30, 2014 10:12 am

^ Yeah, but pratically every level has the score around 5. And not only this, the highest score in tier 4 is 5.61, while the lowest score is 5.06, and these numbers aren't far away from each other.

Marina
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Re: Level Contest 9: Tier IV

Postby Marina » Thu Oct 30, 2014 10:16 am

Christian07 wrote:^ Yeah, but pratically every level has the score around 5. And not only this, the highest score in tier 4 is 5.61, while the lowest score is 5.06, and these numbers aren't far away from each other.
... do you even know how the scores are given.

RudeGuy
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Re: Level Contest 9: Tier IV

Postby RudeGuy » Thu Oct 30, 2014 10:23 am

GMarinaX wrote:... do you even know how the scores are given.
Yes. Oh well, let's quit talking about this.

Darkonius Mavakar
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Re: Level Contest 9: Tier IV

Postby Darkonius Mavakar » Thu Oct 30, 2014 10:25 am

Wtf is zlakerboy judging levels by the old and forgotten clash???

Waddle
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Re: Level Contest 9: Tier IV

Postby Waddle » Thu Oct 30, 2014 10:29 am

Not in here either? :D

SuperWingedYoshi
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Re: Level Contest 9: Tier IV

Postby SuperWingedYoshi » Thu Oct 30, 2014 10:48 am

So I made it past Tier 4 as well... Tier 5 is gonna be it for me, really. I might be good but I'm not THAT good. XD

Rare
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Re: Level Contest 9: Tier IV

Postby Rare » Thu Oct 30, 2014 10:52 am

Past Tier IV and surprisingly that the results for came in early instead at noon. :D
Can't wait till Tier V

Valentine
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Re: Level Contest 9: Tier IV

Postby Valentine » Thu Oct 30, 2014 11:03 am

i guess i'm a semi-good level designer i past tier 4 :D

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Re: Level Contest 9: Tier IV

Postby Mable » Thu Oct 30, 2014 1:50 pm

I'm sure MyNameIsEric52 once posted his level into the public but someone of the level judges deleted it by accident.

Also woooo doing great. Good work also to all others who are still in and good work also to those who are out. You did great no matter what you placed. You tried and had fun and thats what counts.

zlaker
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Re: Level Contest 9: Tier IV

Postby zlaker » Thu Oct 30, 2014 1:52 pm

CaptainSyrup wrote:I'm sure MyNameIsEric52 once posted his level into the public but someone of the level judges deleted it by accident.
He did post his level publicly, but Valtteri deleted it.

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Re: Level Contest 9: Tier IV

Postby DarkMatt » Thu Oct 30, 2014 2:14 pm

TNTimelord wrote:There are TOO MANY enemies in this level to the point I can't even survive more than 10 seconds, or unless I'm lucky.
Can we talk about this for a second?

I'm sorry I make my levels hard, but I find anything less boring to go through. Is "just right" to you guys "enemy, jump over it, walk some more, another enemy?" Because that is a boring ass platformer.

I could give less of a damn about my score, because I can't disagree on the more valid points. (It's plain, yes. Very plain, as a matter of fact. An average score suits it.) But are you really docking points because you're bad at marios? Do I really need to make casual levels for casuals? I mean, I do go overkill for some enemies and I really could've went and do another sweep for excessive placement, but I get the feeling that wouldn't make a difference, I'd still get put behind the flashy ass shit who don't challenge the player.

Oh, yeah, also
TNTimelord wrote:It wasn't atmospherically pretty in any way at all as there was game mixing up the ass
zlakerboy wrote:This level doens't look very pleasant since most of the graphical stuff you added here doesn't fit very well. There are SMB2 Shy Guys, SMW Propeller Plants, SMB3 Goombas, SMB1 Question Mark Blocks and even more.
Nice try sidestepping the word "clash", but I can read worth half a damn. I highly doubt you actually looked at how the graphics fit and just went, "NOPE. CLASH." Disgusting.

AirSeus
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Re: Level Contest 9: THIRD TIER

Postby AirSeus » Thu Oct 30, 2014 2:15 pm

MECHDRAGON777 wrote:No offense to the rest of you, but I am starting to think I made teir 7 or higher. When my level is revealed, can I post it on the forums?

P.S. My highest place excluding cc6 was ~50 I think! My best score is around a 6,005/10,00 or better!

So I hope I average 8,5 or higher!
Yeh, your the same tier than me....

Tier 4 with a crap level, epic....


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