Community Contest 12 - TOP 3!

Official community level contests.

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ShadowStarX
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Re: Community Contest 12 - RESULTS! TIER 6

Postby ShadowStarX » Mon Mar 07, 2016 8:31 am

My top 10 prediction:
1) Enjl/snoruntpyro/FireLink
2) Enjl/snoruntpyro/FireLink
3) Enjl/snoruntpyro/FireLink
4) zlakergirl357
5) Chad
6) FrozenQuills
7) Bomber57
8) SuperMario7
9) Marina
10) Willhart

Honorable mentions: Shinbison-Kof, witchking666, Natsu

MECHDRAGON777
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Re: Community Contest 12 - RESULTS! TIER 6

Postby MECHDRAGON777 » Mon Mar 07, 2016 8:33 am

Natsu wrote:Woah dude if you've got exams focus on that, leave the phone unless you want a heart attack. Just have confidence on your level.

Also, you're on the bus already? Fuck I want results now, I hope I get to see them before taking the bus. I'm going in about an hour and 35 minutes.
I have to make up six exams today all in Chemistry II from three months ago.

Edit: For the record, my classmate has a computer class 4th hour and I see him first and fifth. That is how I would find out.

Edit 2: i have been scared since Valentine's day for my level...

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Re: Community Contest 12 - RESULTS! TIER 6

Postby Fuyu » Mon Mar 07, 2016 8:52 am

Lol. Don't worry, whatever happens to our levels, we still have CC13. :D

Btw it'd be really fun to see if I fall in the Top 10 and nobody predicted that. I mean, so far the contest is developing rather unexpectedly, so why not?

MECHDRAGON777
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Re: Community Contest 12 - RESULTS! TIER 6

Postby MECHDRAGON777 » Mon Mar 07, 2016 8:56 am

Natsu wrote:Lol. Don't worry, whatever happens to our levels, we still have CC13. :D

Btw it'd be really fun to see if I fall in the Top 10 and nobody predicted that. I mean, so far the contest is developing rather unexpectedly, so why not?
You can say te same for me. I am using this to make people stop making me a joke.

Emral said Shinbison-Kof gave me a 9+ (Yet he said every other judge gave it a 5-5.7)
Eltipsa said he thought Sednauir made my level
Valtteri said I improved a lot (yet fave me more then a 6/10 before)
Quill made a comment about me winning around tier five's reveal

That is four reasons I am more nourvious.

Emral: I solved your math equation.

Fuyu
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Re: Community Contest 12 - RESULTS! TIER 6

Postby Fuyu » Mon Mar 07, 2016 9:02 am

Fuck now I'm nervous too! Fuck it! I'm not posting again until results are posted!

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Re: Community Contest 12 - RESULTS! TIER 6

Postby RudeGuy » Mon Mar 07, 2016 9:03 am

...But did you know that Enjl was making assumptions, ElTipsta thought only for the graphics and Quill was joking?

MECHDRAGON777
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Re: Community Contest 12 - RESULTS! TIER 6

Postby MECHDRAGON777 » Mon Mar 07, 2016 9:03 am

If tier six and seven were at the same time, we would have tier seven in 6 minutes.

Edit: at school. I hope me and Natsu are top 12, but I doubt I will get that previliage, good lick, you will not hear from me for another nine or ten hours.

JupiHornet
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Re: Community Contest 12 - RESULTS! TIER 6

Postby JupiHornet » Mon Mar 07, 2016 9:16 am

Natsu wrote:@Nat: It is, but you're not the only one. Math can be a bitch sometimes so we all share the same f8, m8.

My timezone is UTC -03:00, and I don't care when exactly, I want results before going to school. chop chop.
Results usually come during 3rd-4th period for me :P

Alagirez
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Re: Community Contest 12 - RESULTS! TIER 6

Postby Alagirez » Mon Mar 07, 2016 9:59 am

Eagerly waiting for tier 7

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Re: Community Contest 12 - RESULTS! TIER 6

Postby MECHDRAGON777 » Mon Mar 07, 2016 10:17 am

Leaving 1st hour now. Wish the results were here already.

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Re: Community Contest 12 - RESULTS! TIER 6

Postby Fuyu » Mon Mar 07, 2016 10:27 am

Yeah, Valtteri said on IRC he was going to get on it about an hour ago. Still waiting for it. I've got plenty of time now since apparently today I have none of my school remaining subjects. Yay! Now time to wait for real.

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Re: Community Contest 12 - RESULTS! TIER 6

Postby ElTipsta » Mon Mar 07, 2016 10:28 am

valtteri hasn't given us the results yet

he is so biased

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Re: Community Contest 12 - RESULTS! TIER 6

Postby Fuyu » Mon Mar 07, 2016 10:30 am

Image

Valtteri
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Re: Community Contest 12 - RESULTS! TIER 7

Postby Valtteri » Mon Mar 07, 2016 10:37 am

inb4:
  • snoruntpyro saying radicola
  • marina posting an ohoho video
Tier 7
Spoiler: show
23. HenryRichard - Super Awesome Water Bubble Time (7.03/10)
  • Chad (6.5/10)
    • A fascinating level. The new bubble powerup is pretty easy to use and the level difficulty is kept pretty low at first so the player can practice with it. The laser blocks replacing lava are explained subtly but clearly, and are aligned cleverly to test out different maneuvers. Honestly though, I wish the second half would have expanded upon this further. Instead, you have an outdoor section that encourages exploration, but does nothing to reward it. The area's filled with a large number of chasing, projectile-based, unpredictably-moving, or blending-in enemies that just make the section nothing but a mad dash to be anywhere else. This doesn't bode well for the powerup especially, because if you're swimming, you're not outrunning some of that, and not swimming results in blind or careful jumping that you don't have time to perform wisely. It's an interesting challenge, I'll give it that, but I didn't always feel in control of my survival. At least that's just one area of a short level, but that also makes this half of the experience. Still, the powerup was fun to toy around with and useful as a gimmick, and it would have been great to see it put to more thorough use.
    ElTipsta (7.75/10)
    • The powerups in this level was awesome, likewise it's setting. I liked the mix of Emral's lab tileset, outer space and Terraria enemies and NPCs. The design was well done and taught me how to use the bubble gimmick, however the chasing AI in the checkpoint section made the level a bit hard. The ending was disappointing, you could have expanded on the gimmick more. This level was too short.
    Quill (7.0/10)
    • The gimmick here is super awesome. Albeit a little overpowered, but the level was designed nicely around it, especially that outdoor section with the different paths to progress through. It's a shame the level ended so soon, the new powerup could have seen some further great use by introducing more gimmicks that could compliment it. This level seemed to be more of a tech demo than anything, but I still thought it was pretty cool.
    Shinbison-Kof (6.9/10)
    • An exotic level. The use of luna is impressive. It's like space with corruption from terraria. I like it. The level design is ok. The power-up was great and all and was used brilliantly but it got annoying in the section after the checkpoint with the soul eaters and rinka spam. The level is short too. I don't like the npc placement, especially in the third section where it gets spammy. I saw some cut-off in the level. The parallax of the space background is magical and amazing. I want to see more of this in levels. The end seems random. Overall it's an exotic and strange level.
    Valtteri (7.0/10)
    • That is honestly excellent playable design. It works flawlessly and looks amazing, too. The level was short and not too special, though. All you did was swim past obstacles. Some sort of boss fight designed around the new playable would have been cool. More work probably went into the playable instead. It had great potential, though. The planet scripts in the background were a nice touch.
22. Nat The Porcupine - Slide Lift Heights (7.1/10)
  • Chad (4.0/10)
    • This is a pretty standard level, and the moving blocks are implemented pretty well, but... that's it. It's about the length of an SMB3 level, and all it really does is alternate between those blocks and solid ground in the same way each time and you're done. You could have offered trickier level construction in places around some of them to create more difficult or varied interactions, or even so much as adding a vertical section including them would have changed the experience a little. The level is certainly a solid foundation, but it definitely has a lot of room to flesh out the gimmick more.
    ElTipsta (7.5/10)
    • This level definitely feels like a level that would appear in a 2D Mario title by Nintendo. The level is short but sweet, with a simple gimmick and execution. The Red Coin challenge was a nice addition, and the addition of the banners at the top was really nice. Really nice level that won't break a sweat :)
    Quill (7.0/10)
    • There was something about the simplicity of this level that I really liked. It felt like a true Mario level, despite being a bit short-lived. It got a bit repetitive towards the end and I would have liked to see the main gimmick be spiced up a bit more, such as maybe more platforms moving around or a larger perimeter for them to move around on. Overall though, this is a nice little level.
    Shinbison-Kof (7.0/10)
    • This level has a nice concept. The big square blocks's movement is perfectly calculated. The level design is ok. The gimmick is carried out such that it isn't exhaustive and is fun. This level reminds me of nsmb and other games like it. The graphics are good. I like the scenery , especially the curtains. The npc placement is good but you need to put more coins in the level. The level seems short too. Overall it's a fun and nice level.
    Valtteri (10.0/10)
    • Although relatively simple, this level has a very professional feel to it. These cube lifts are a recurring feature and therefore the level lives up to its title! The level design is consistent and beautiful and the enemy placement is good, too. The curtains from the SMB3 intro screen are a very nice touch. Overall, a fantastic level for what it is.
21. Natsu - Puzzlin' Passage (7.14/10)
  • Chad (6.5/10)
    • A super long, but also super intriguing level. The foliage cave setting is very pretty, both visually and structurally. The difficulty's pretty simple for the most part, but the layout of the level feels smooth and polished and that made it fun to explore. Some of the design is especially tricky in the bonus areas. The Goomba statues are very cool and I like the events associated with them, but they could have been sped up a bit, and the warning about killing them should have been placed earlier than it was. The pipes that take you back to the start of a section are kinda neat ideas, but they don't really add much to the level and make redoing the big section a needless chore, especially when luck decides whether or not it's correct (as far as the player understands). You also have to go back for the propeller block on occasion if you're hunting for Ace Coins because at least one of the warps doesn't allow NPCs, so that can be a pain. Other than that, I did enjoy the explorative aspect of this level and I'm impressed with how well it's made overall. The bosses are incredibly cool. Both phases of the Mouser-AI Sumo Bro have fantastic and effective arenas with fair difficulty, with even the simplicity of the first creating a unique challenge. The event/layer usage of that entire section was very smooth and cinematic, too. The idea of the SMBX cursor itself coming after you as a boss afterwards is silly but original, and offers interesting difficulty and variation. Both were challenging and a lot of fun, but you really only needed the two Mouser phases. Since a single Mouser dies fairly quickly, two consecutive ones in the ways you used them would have been just enough to wrap up the level. Instead, you offered an even more difficult and even longer fight afterwards and no powerups in between, some of which involves waiting and projectile spam. The note blocks suddenly disappearing on you when Spinies are below aren't really nice either, and dying to this fight gives you quite the content to redo. Apparently you also have a secret for killing all of the statues in a specific order, but that doesn't really sound worth the time. A good portion of them are required for progression, and the specific order would be hard to determine in places where the route splits, or where the ones in side rooms fall into the order. The level's long enough and that sounds like a hugely time-consuming guessing game.
    ElTipsta (8.5/10)
    • Why is this also known as Rinka;Purgatory? Either way, this level is among the best in the competition until the end. It's a very expansive nonlinear level with lots of places to explore and nooks and crannys to discover things in. The graphics are great and the music is good. I really liked the multiple Goomba statues. That was really nice. I do feel that the first boss is a bit unfitting for the level, both in terms of the enemy itself and the fact that it is way too difficult compared to the rest of the level. Having four note blocks instead of two I felt would have solved this problem somewhat. The second boss is funny, but it's also too hard, not helped by the fact there are no powerups given to the player, or a second midpoint. It's such a shame as this level as this level could have won easy if the bosses were more balanced. Also ,you may want to try to fix the Rinka spawn spa when the star appears. That's an extra life sauna right there.
    Quill (6.4/10)
    • The decision to have a random pipe be the exit was kinda dumb. I disliked entering what I thought could be the right pipe only to end up at the start of the section. There's no indication and it's just dumb. It's a shame because generally the level is fairly good. The sections were designed nicely and there's neat variation. The mouser replacement boss was neat, but got a bit too chaotic towards the end. The actual final fight is really dumb and ends up not being that funny when it becomes rinka spam towards the end. No Mario villain should say "DIE YOU DRUG-ADDICT!!"
    Shinbison-Kof (8.3/10)
    • This is a very nice level. The jungle/cave atmosphere is very good. I really like the tileset and all the graphic. The level is very detailed. The design is great; I like the exploratory sections and the labyrinth and the secrets are good too. The statues gimmick is creative! I like the jumping and walking elements with the statues, that was pretty good. You should probably indicate more where the dragon coins or even the correct path is, because it's confusing. Npc and coin placement is fine. The boss is very stressful and hard. The first boss replaces mouser. It's very hard to catch the bombs, especially when the bombs are in the moving layers. The second boss is stressful too. It's hard hit it , especially when the hand spreads some npcs. It could be shorter, too. Overall it's a very good level. The boss just wasn't so great.
    Valtteri (6.0/10)
    • Having to figure the correct path from the different statues is an interesting concept. The level is well constructed. The level has a consistent theme and set of hazards. It looks really nice and is fun to play.
20. andregemeo23 - Sunset Beach (7.16/10)
  • Chad (7.0/10)
    • Surprisingly atmospheric and complex for a beach, but it's welcomed! I like how the main path is pretty direct and obvious, but the exploration is also plentiful so either type of player can get what they want. The construction and gameplay are standard but polished, and the level makes great use of wooden platforms and Grinders, even making them thematically fitting by having them appear to be digging through background sand. Moving layers and pathways are synchronized very well, obstacles are spaced excellently, and the bridge-breaking gimmick is a fun little surprise. However, I found the bridge idea to be poorly introduced, because all Toad tells you is that "there will be notifications", which can mean absolutely anything and manifest itself in any number of ways. He says to "wait for them to disappear", which meant maybe I should wait and see what happens on its own, but nothing did. I progressed onward only to find the actual warning symbol, which resulted in a deer-in-headlights reaction of deciding whether or not to go back to the previous bridge or keep going. Once I saw what happened, I understood and the rest of it was fun... until I got to the already-cracked bridge where the same notification randomly meant the platform would just give way and leave me trapped. Great ideas, but the player is not taught what to expect properly. I enjoyed the boss, though. Having to rely only on spring-mushrooms as a surface is unique and the projectiles are balanced out well to give you room to adjust, so this was introduced really well. It's a little bit long, but not too difficult, and the fight felt different and fun.
    ElTipsta (6.8/10)
    • A pretty decent beach level that's a bit unremarkable. The second half of the level was more interesting, mind, with the warning blocks, even tohugh it's been done before. The boss was a bit too long, and it was also possible for the player to take damage after being hit by the blue brick bouncing back at them. A solid effort, good job :)
    Quill (6.8/10)
    • This level was neat. I really liked the platform gimmick, where the player could control whether it was active or inactive. The level design complimented this nicely, with pipes falling temporarily to force the player to stop. It was pretty neat. That toad's warning kinda backfired towards the end of the bridge section, since I waited and then realized the bridge was falling... The boss was a neat concept, but got pretty repetitive after a while.
    Shinbison-Kof (8.2/10)
    • A different kind of beach level. This level is so fun. I love the gimmicks. The level design is good. I like dragon coin placement, the waves and the moving platforms. The waves are creative. I like the effect in the bridge after the attack of the waves. That was really well executed. The platform gimmick is fun and unique. The graphics are nice and beautiful. The beach tileset is very well made, but the sky in the background is strange for me. Also the palm tree is ugly. This level is very well decorated, although the wave section feels empty. You could add more Bgos in this part. The npc placement is nice. Overall it's a nice and fun level!
    Valtteri (7.0/10)
    • I love the switch platforms in this level. It makes great use of them. The paths are creative and have fitting hazards. The boss was cool, too. The Lakitu throwing bricks was pretty creative. The waterfalls that destroyed bridges neither made sense or looked good. I would have been okay with anything else really. Giant Chain Chomps like in Yoshi's Island?
19. Willhart - Rinkas;Cats Closer to Nature (7.24/10)
  • Chad (7.5/10)
    • This level is... certainly something very different. The layout is gorgeous, with impressively convoluted and jagged details very fitting for ancient ruins, which make cunning and tricky use of platforming and Peach's hover and provide a lot of exploration. The Lotus usage is unique and a lot of fun to plan around especially given how carefully the blocks are constructed around them, but it can sometimes be difficult to read where their projectiles will go until it's too late, and I think they could have been slowed down a bit. The boss is really imaginative with a great graphical presentation and it's fun to try and fly around all of the projectiles. It could have been nicer on the amount of Rinkas and could have indicated that going through the big stem is actually safe, but it does offer some nice generosity for the amount of hits you can take. Overall, very cool. Deserves some minor adjustments for difficulty here and there, but still a great level.
    ElTipsta (7.0/10)
    • Firstly, I LOVE the atmosphere in this level and it's music .The graphics and music fit well, but unfortunately I can't say thr same about it's NPC placmeent. There are too many Volcano Lotuses placed in this level, meaning that if the player isn't quick, they are likely to get stuck. There are also some tricky jumps added too, such as in the section just to the right of the halfway point. It makes the level much harder than it needs to be and it's really disappointing. I will say that the Volcano Lotuses are custo mand have never been done from what I can recall, so well done on that. Also that boss is really difficult and out of place for the level.
    Quill (8.3/10)
    • I actually really enjoyed this level. The entire layout of the level really appealed to me and the whole theme of plants was great too. The boss was interesting as dealing damage tore it apart which was pretty neat, though the boss didn't have much else other than the obligatory rinka spam. Regardless though, it had a nice length and some interesting ideas.
    Shinbison-Kof (5.4/10)
    • Wow, like a royal temple in the desert. This level is exotic and interesting. The design is unusual. I like the exploration in the level; the player needs to find the correct path. The level a bit cramped but I like how the level was made for Peach. Although it's hard to dodge everything, especially the powerful volcano lotus. The graphics are exotic. I like the details. This level has a stressful npc, the powerful volcano lotus, and there are many in the level. This isn't good because it's hard to dodge them in cramped areas, especially with Peach. Fortunately the saw in some parts helped the player. This level is so confusing. Sometimes the player doesn't know where to go at all. The boss is so random. Peach's bombs are the least effective out of all the characters' hammer powers. Fortunately there were some little npcs that helped using your hammers, but the boss is still kind of annoying with the rinka spam. Overall it's a unique level.
    Valtteri (8.0/10)
    • The tiles weirdly cutting off in the water and invisible talking NPCs kind of made me think the level is a bit broken? But after that it was pretty normal. It kind of felt like an ancient styled maze. I thought it was great. The hazards kept consistent throughout the level and the enemy placement was good. The custom Volcano Lotus was a nice touch. The boss was quite impressive. I did not expect it to turn into a flower. That would tell me to smile.
18. witchking666 - Rinkas;Apocalypse (7.28/10)
  • Chad (7.0/10)
    • A really ambitious and sort of graphically heavy level, but also well-constructed with a lot of clever gimmicks. The difficulty's pretty fun, requiring considerable caution without being brutal and most of the maneuvers are cunningly oriented around that. Even the simplest of enemies can be challenging at times given the layout of the level, but not excessively so. The Rinkas are used pretty creatively as well, like spawning from Magikoopas or from deactivated lava, but the ones from their default NPC spawners I didn't care for so much. They blend in with the surrounding tileset too much, but at least the other uses stick out nicely against the black sky and are easy to see. The midpoint section with the horizontal moving lava is especially impressive, because while it's such a simple gimmick, it really uses just the right amount of space and included just the right level of intensity with other hazards. The level in general has a very suitable difficulty and length and a great attention for detail, making it a lot of fun to play. However, I didn't care too much for the other gimmicks that are included, because they introduce themselves rather awkwardly or in an unclear fashion. The lightning bolts seemed to appear out of thin air before I even knew they were present, and the tiny lightning bolt BGO didn't do justice to draw my attention to it. Generally the bolts would appear while I'm already focusing my attention on another threat, which resulted in a lot of unanticipated close calls. My only death was due to the one following the third Star Coin, so I'd earned the secret star but had it taken from me by something I didn't know was there. The first one is also a pain due to the aforementioned hard-to-see Rinkas, but they're at least few and far between. The rising lava and falling platforms could have been introduced better as well, because I had no idea how fast the lava sections wanted me to go due to them alternating between starting/stopping, and knowing which magic platforms fall is learned only by jumping for them and hoping for the best. None of these ruin the level and it was still fun, but they made a few points awkward.
    ElTipsta (7.5/10)
    • A pretty neat atmospheric space level that has lava based gimmicks (ie. moving lava). The section with the checkpoint in was best, really wish that was expanded upon. Desighn itself was occasionally a bit too flat, but otherwsie nice job. The length was also appropriate too, likewise the music.
    Quill (7.2/10)
    • This was kinda neat. I wish you did more with the section where lava was surrounding the player and it moved forward. It barely lasted and it could have been used pretty creatively. The rest of the level was good, nothing really bad at all, but it felt like it didn't go anywhere really? The end was pretty anti-climatic too.
    Shinbison-Kof (7.7/10)
    • A mystic level. The atmosphere is very good. It feels like an apocalypse in the sky. The level design is pretty good. The level was interesting. I don't like the color of the temples. They look bad with the white clouds. This level is very well decorated. Some parts have long jumps. I suggest you get rid of some of these as they can be pretty unfair with the poison. The npc placement is good, except in the poison chase section where it gets kind of spammy. I like the gimmicks here, but the lightning seems random and ugly and not on par with the overall visuals. Overall it's a good level though!
    Valtteri (7.0/10)
    • I saw the "cheese = life" message in the editor. This is a pretty great "ruins in the clouds" type of level. There's varying platforming and enemy placement and the path kind of meanders around the level in an interesting way. Maybe tone down a bit with the different tilesets. There's bricks, clouds, grass, mushrooms and lava. They're used equally and consistently throughout the level but it still looks kind of messy.
17. Reign - Blockbuster Bastion (7.34/10)
  • Chad (8.5/10)
    • Okay, this is a seriously good level. The Goomba blocks are an incredibly useful gimmick. They appeared to be nothing more than visual flare at first, but soon enough they turn out to be really fleshed out and create a wide variety of puzzles out of a simple enemy and block. They introduce themselves very smoothly, take a little bit of thought to solve, and function great! The skull blocks are similarly nice, because they're easy to read but present a fair challenge. I expected them to be instakill but was pleasantly surprised that they aren't. I also admire the tricky use of line platforms, generators, and creative grabbable NPCs for progression. The level does well on relying on these consistent gimmicks and giving them full and imaginative purpose. Every area is clearly built with a strong sense of effective placement in mind, as well as a solid idea of how much space each spot needs. Obstacles that require a lot of room are given it, and hazards that work better with smart use of narrow spacing do exactly that. The second star is intelligently placed as well, because getting to the section isn't difficult and neither is the puzzle, but it does require some thought! The execution of nearly everything is really impressive, and are often unique tests of the player's timing. It's a fairly difficult level, but good warning is given to everything. The only things that I didn't care for much would be the Rotodisc skull blocks and the really fast stop-and-go platform. The blocks aren't really included too consistently, and when they are they're either mostly insignificant or excessively in the way and tough to get around (especially underwater). As for the platform, the gimmick in itself is great, but it's the speed that I don't care for. Even when you know it's coming, the inertia is so sudden and extreme that you might still die anyways, and the movements needed don't come intuitively.
    ElTipsta (7.5/10)
    • Considering that there is a Readme file included that lists the designer's name as "Reign," I am going to review this on the assumption that you won't get disqualified. Now, firstly how the hell do the green spike blocks work in the first section? Because I couldn't get through without cheating myself a Lakitu's shoe. This occurs within the first 30 seconds of you entering the level, and the fact that you explained almost everything else mkaes the absense of an explanation seem bizarre. Which is a shame as the level is graphically and audially perfect, and there are multiple challenges throughout which are fair and designed in a nonlinear fashion. The only issues I had with the other parts of the level is that the secret star challenge is perhaps a bit hard, considering that if the player gets the order wrong, they will have to restart the level. Also the Bullet Bill spawner in the penultimate section should be removed as it's extremely hard to dodge.
    Quill (9.0/10)
    • Man, this was super neat. The gimmicks present here were really, really cool. I loved this level a lot. The only real downside is that its pretty lengthy, but every section is kept fresh so I never really got bored. Overall though, fantastic job!
    Shinbison-Kof (5.7/10)
    • I guess this level is designed in a puzzle style. It's interesting. When you kill an npc and active the switch the level continues. This sometimes causes a glitch and the player needs to commit suicide if they want finish the level. For the red blocks that disappear and appear, it would be cool if you could display a warning when they change because these parts are dangerous. The graphics were well selected. The shade of brown mixes well with the level, especially with the goomba switch. The level comes to be repetitive sometimes, because several parts are based on killing an npc and activating a switch, but the level has cool items like the floating block.
    Valtteri (6.0/10)
    • This level was okay. Every enemy acting as switches is something I haven't seen before. The level was maybe a little too long.
16. Bomber57 - Rinkas;Necropolis (7.37/10)
  • Chad (6.5/10)
    • I admire the construction and detail of this level, especially for how tricky and clever the obstacles and enemies are set up to be. While the level's primary purpose does basically amount to "hunt for the four colored switches", it does provide a nice amount of exploration without it being excessive, and each path has its own completely different variation of hazards. I especially like the incorporation of the Podoboo's Shoe, as it's a rarely utilized ability that's put to good use. However, one persistent issue is that several types of obstacles are really difficult to see because they blend in really well, with the biggest offender being the Rinkas. Their spawner doesn't stand out, and neither do they, making pretty much every place that involves them considerably more difficult than it should have been. To a lesser extent but still noteworthy as such, the falling spikes and vines gave me a similar type of trouble, particularly with the narrow vine jumps that involved spikes that seemed needlessly tough. I also found that backtracking after unlocking each switch was awkward to do at times, especially in vertical scenarios which resulted in minor blind jumps. Still a pretty good level other than those, it's not too long or difficult and it's pretty well-made for the most part.
    ElTipsta (8.75/10)
    • This level is excellent. I can't fault the graphics (bar one) and music, the atmosphere made is unique and it's nice to see a spin placed on the various ruin tilesets that have been used many times before. Designwise is a little cliche due to the usage of switch blocks, but how it's been designed is very well done. The paths aren't too long and each offer their own challenge, which makes the level very fun to play. There are also a plethora of secrets to find in the level. Not going to make you down for that, but a more original premise would have been much better. Only real issue is that it's hard to spot the Rinkas as they are too dark a shade a red.
    Quill (7.1/10)
    • This was pretty neat. There's a great atmosphere in this level and despite it being all switch hunts, the sections had enough variety and interesting platforming to keep me entertained. Switch blocks aren't my favorite thing in the world, but this was okay. My only other complaint is that the level kinda just ended. It was really abrupt.
    Shinbison-Kof (7.5/10)
    • Oh, looks like a sunset at a burned temple. It's a very beautiful level. I really like this atmosphere, it's unique. The level design is good, I like the shape of the temples in the level. The dragon coin placement is good, too. The red shoe segment was fun. Some parts in this level are annoying, like the cramped sections with the Rinkas. They appear and hurt the player and it's hard to see it. Otherwise the npc placement in the level was good. The spikes in the temples are annoying. The switches in the level aren't much of a problem, but it would be better if you put some warps, because it's tiring to go back and forth for the switches. I like how this level is decorated. Overall it's a very beautiful but simple level.
    Valtteri (7.0/10)
    • This is well designed level. There are various types of platforming used and the enemy placement is well thought out. It's a ruin type of setting with different shades of red and orange and gray and it's very beautiful really.
15. snoruntpyro - Rinkas;Conquest (7.41/10)
  • bossedit8 (8.5/10)
    • A strongly Rinka based level. As for the level itself, it was very nice and structured. It has a lot of variety going on in the Rinkas and not only in the Rinkas but the design as well. If you want a greater challenge, try to collect all of the Rinkas that say "HELP!" and then once you get to the end of the level with all of them collected, you get 2 3UP Moons that are in generators meaning you'll get 99 1UPs quickly. Now in the level, there are multiple paths to choose from with different obstacles and such like in Bowser Castle's Front Door in SMW. All of the different rooms that you have to pick from are nice and all but there's one room where I legitimately have no idea what I should do or what it does. I kept failing and losing 1UPs. It's physically impossible for me to beat that specific section. So this means you can't get to one of the Rinkas that says "HELP!" on your way and also means that this room is a death trap. I'm not sure what happened there. Did something go wrong in the Luascript or something? Anyway, at the midboss you have to play like if you were Dancing but in SMBX format. Pretty cool and not too hard since you just basically press specific arrow keys once the icons reach their own icons at the top. Be aware that it does get faster though! After that there are some Rinkas that are incredibly quick so you have to react quickly or else you most likely gain a hit. Later on more multiple sections to pick from which defines the difficulty and after that you fly on a plane, shooting Rinkas to Rinka-based enemies and during that you get more power ups. I absolutely love it. Then you fight a giant colorless Rinka which has a fair amount of health. After this is done you have to escape. At least there are multiple midpoints throughout the level so you don't have to play through a lot if you die somewhere. After the escape sequence the level ends. There were areas that lagged the level though. Overall, a very nice tower based level with variety going on but 1 room keeps me from going further no matter what I do.
    Chad (5.0/10)
    • This level has an absolute plethora of creativity and numerous innovative Rinka-based gimmicks and unique enemies, many of which work impressively and have great section designs to accomodate them. Almost every room has something new and different that clearly has a lot of attention given to its presentation and functionality. But at the same time... there is such a thing as too much. The first few areas and midpoint sections are fine on length and difficulty, and everywhere else brings something new to the table. Each room is fun for a while, but soon overstays its welcome and I'm ready for the next area long before it's done. The worst length offenders are the bosses and ship section, but every main section has this to some degree. The escape sections are unnecessary too because it's just backtracking through messier versions of places you've already been. The variety is incredible and so much of it is well done, but there's such a major problem with knowing when to stop that I was almost surprised that there even was an end at all. All of this comes with omnipresent slowdown, making the entire level even longer than it was intended to be due to the sheer amount of content that had to be included. It's also not worth redoing the whole level, likely repeatedly, just to complete the Rinka counter. Even though each one you grab is permanent, it's still a massive amount of ground to cover again.
    ElTipsta (9.25/10)
    • This level is one of the most creative and original levels I have ever played! This level's NPCs are Rinkas and various kinds of Rinkas, all custom made and nothing else! You have Rinkas acting as Volcano Lotuses, Rippers, Grinders among other things. Both of the boss fights are awesome and are really creative and innovative for SMBX. I won't spoil the former as it needs to be seen to be believed, but the latter is a working sisde scrolling shooter section, and it's awesome and fair! ^^ This level is really well put together. A few pointers - I felt that the various gimmicks could have been signposted better for the players, likewise the Large Rinkers be graphically better and not pixelated. Would have also preferred a moe original escpae sequence music as that has been used before. Excellent work! Hope this goes far!
    Quill (7.3/10)
    • Oh boy, this is a huge level. But thankfully, it uses the magical power of multipoints, so that's all well and good. I enjoyed most of the sections, but I disliked that auto scroll one at the start, since it was long and very samey throughout. The same could be said about the space invaders-esque section. It was super fun, but dragged a lot. Even with multipoints, I thought this level dragged on a little too long.
    Valtteri (7.0/10)
    • That autoscrolling corridor with Rinkas that you had to dodge was about 500% too long. The space shooter part was a lot of fun though! You could see Mario growing in the ship when powered up at one point in the shooter segment. I liked that there were multiple paths to choose from. The actual level design was pretty meh. There were a lot of different kind of Rinkas which I guess does justice to the title. The escape sequence was a nice touch.
14. SuperMario7 - Magic Carpet Mayhem (7.47/10)
  • Chad (7.5/10)
    • A cleverly designed Subcon desert. The spacing is excellent, the carpets and enemies are cunningly placed (especially projectile Cobrats), the difficulty is intriguingly tricky, and the level's reasonably short. I like the use of large cacti as hazards, but I think they could have stood out a bit more. They're extremely typical in SMBX as BGOs so it's easy to register them in your mind as such, especially when the smaller ones are still used like that. This is a minor issue, as you can still get by just fine. Powerups could have been a tiny bit more plentiful as well (there's only two, one for each half), but otherwise this is pretty good. Secret star's simply but nicely hidden, too.
    ElTipsta (8.25/10)
    • This is a really atmospheric level made using Sednaiur's graphics (second one in this contest) and was fu to play. It revolved around the SMB2 magic carpet and the pots. The design was almost flawless, and the secret star was pretty well hidden. A couple of pointers though - you put your midpoint within a sizable. Never do that as you will spawn above the sizable, which in this case is inside the tileset. Secondly, in the last section there is lava on the overworld, which to be honest dosen't make much sense.
    Quill (7.1/10)
    • That was a cute little gimmick. I honestly expected with a gimmick like that for things to be super cramped to rank up the difficulty, but you found a pretty nice balance. The gimmick did kinda get a little old, but the level had a suitable length and I thought it was fairly enjoyable.
    Shinbison-Kof (7.5/10)
    • I like this desert level. Smb2 graphics are always intresting and make a nice atmosphere. The level design is good. There's a lot of variety; vegetables, big cacti and carpets. The graphics are great. They fit for a desert level, but sometimes the decoration feels overwhelming. The level is filled with decoration. The big cacti and the carpets are a nice addition. I like the chasing phanto. It's a good hazard for the section. The npc placement is okay, but every jar doesn't necessarily need to have a Cobrat. The powerup is fairly easy to miss as it's pretty similar to the normal vegetables. The checkpoint is glitched. Overall it's a good level.
    Valtteri (7.0/10)
    • This level is heavy on the visuals and quite fun to play too. The gimmick is rather simple, you use Magic Carpets that fly on fixed paths to cross prickly cacti and whatever. It's simple and working.

Zipper
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Re: Community Contest 12 - RESULTS! TIER 7

Postby Zipper » Mon Mar 07, 2016 10:38 am

ɐloɔᴉpɐɹ ɥɐoʍ

Emral
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Re: Community Contest 12 - RESULTS! TIER 7

Postby Emral » Mon Mar 07, 2016 10:38 am

rip my chair and faith in this contest

RudeGuy
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Re: Community Contest 12 - RESULTS! TIER 7

Postby RudeGuy » Mon Mar 07, 2016 10:40 am

wait how am i still in this

h2643
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Re: Community Contest 12 - RESULTS! TIER 7

Postby h2643 » Mon Mar 07, 2016 10:41 am

#MECHDRAGON777forCC12winnerconfirmed

ShadowStarX
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Re: Community Contest 12 - RESULTS! TIER 7

Postby ShadowStarX » Mon Mar 07, 2016 10:48 am

Top 13 people (congratz to all of them):
Spoiler: show
Valtteri
Chad
Shinbison-Kof
Marina
MECHDRAGON777
Enjl
RudeGuy07
Harvey36Dice
bulletbill43
FrozenQuills
FireLink
Darkonius Mavakar
zlakergirl357

FrozenQuills
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Re: Community Contest 12 - RESULTS! TIER 7

Postby FrozenQuills » Mon Mar 07, 2016 10:49 am

GOD DANGIT IT'S CC11 ALL OVER AGAIN
also mechdragon is going to get a huge kick out of this
also rip enjl's chair


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