Official community level contests.
Moderator: Userbase Moderators
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silent_
- Birdo

- Posts: 2151
- Joined: Fri Dec 20, 2013 3:34 pm
Postby silent_ » Tue Oct 28, 2014 7:17 pm
MECHDRAGON777 wrote:at least have two a day if we have eight tiers
What? Where'd you get that from?
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Rare
- Snifit

- Posts: 217
- Joined: Mon Mar 17, 2014 1:18 am
Postby Rare » Tue Oct 28, 2014 7:20 pm
Well since there are 8 tiers I'd atleast expect/predict that mine might be in tier 5,6,or 7 Just saying. 
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Blck_Guy
- Guest
Postby Blck_Guy » Tue Oct 28, 2014 9:06 pm
RarePairGaming wrote:Well since there are 8 tiers I'd atleast expect/predict that mine might be in tier 5,6,or 7 Just saying. 
Well that's a really good observation! Here let me guess where mine could be! 3, 4, 5, 6, 7, or 8 maybe?
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Superiorstar
- Birdo

- Posts: 2153
- Joined: Tue Jul 22, 2014 5:49 pm
Postby Superiorstar » Tue Oct 28, 2014 9:12 pm
I hope I see good levels in tier 3. may the best man win.
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DarkMatt
- Banned
- Posts: 1143
- Joined: Wed Feb 12, 2014 6:03 pm
Postby DarkMatt » Tue Oct 28, 2014 9:46 pm
Postin' here to tell you that the thread I did for last contest is on its way. But it might be a while due to raisins. EZ enough to do tier 1, but the later tiers may take an amount of time.
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Blck_Guy
- Guest
Postby Blck_Guy » Tue Oct 28, 2014 9:58 pm
DarkMatt wrote:Postin' here to tell you that the thread I did for last contest is on its way. But it might be a while due to raisins. EZ enough to do tier 1, but the later tiers may take an amount of time.
So all the reviews for each tier is done all at once?
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DatDude
- Lakitu

- Posts: 490
- Joined: Wed Sep 03, 2014 5:58 am
Postby DatDude » Wed Oct 29, 2014 1:51 am
I'm sure mine will be in Tier 3, 4 or 5, i rushed through it, and actually, i didn't really like it .-.
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Blck_Guy
- Guest
Postby Blck_Guy » Wed Oct 29, 2014 2:14 am
I make level JFF of it, for an example the one I acquiesce. I don't rush through 'em I still take my time.
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Mable
- Luigi

- Posts: 5806
- Joined: Sat Dec 21, 2013 4:23 am
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Contact:
Postby Mable » Wed Oct 29, 2014 2:39 am
Blck_Guy wrote:Turtwig wrote:They're not THAT nice. A lot of people withdrew from the contest pretty close to the deadline, though.
Why do they do that for?!
Easy.. they don't had the time for it anymore. Like bc of School or real life stuff.
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Waddle
- Tellah

- Posts: 1583
- Joined: Sun Sep 07, 2014 4:59 am
- Flair: hi!!!
- Pronouns: He/Him
Postby Waddle » Wed Oct 29, 2014 2:49 am
My level was done the day the contest was announced, planning ahead with your submissions really works.
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Blck_Guy
- Guest
Postby Blck_Guy » Wed Oct 29, 2014 3:40 am
CaptainSyrup wrote:Blck_Guy wrote:Turtwig wrote:They're not THAT nice. A lot of people withdrew from the contest pretty close to the deadline, though.
Why do they do that for?!
Easy.. they don't had the time for it anymore. Like bc of School or real life stuff.
Are you saying I don't have a life?! Bitch
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Bomber57
- Red Yoshi Egg

- Posts: 900
- Joined: Sat Dec 21, 2013 11:54 am
Postby Bomber57 » Wed Oct 29, 2014 6:00 am
Blck_Guy wrote:
Are you saying I don't have a life?! Bitch
When was ANYONE EVER implying that.
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JupiHornet
- Boom Boom

- Posts: 2399
- Joined: Tue Sep 02, 2014 5:43 pm
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Contact:
Postby JupiHornet » Wed Oct 29, 2014 6:32 am
Waddle Derp wrote:My level was done the day the contest was announced, planning ahead with your submissions really works.
Yeah, I'm already working on my CC10 level
Bomber57 wrote:When was ANYONE EVER implying that.
Did you read what I posted about your judges' comment? (asking all the other judges too)
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HeroLinik
- Larry Koopa

- Posts: 3464
- Joined: Fri Dec 20, 2013 1:28 pm
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Contact:
Postby HeroLinik » Wed Oct 29, 2014 8:57 am
Turtwig wrote:Waddle Derp wrote:My level was done the day the contest was announced, planning ahead with your submissions really works.
Yeah, I'm already working on my CC10 level 
Even though I started before CC9 even rolled around, I ran out of time because the tileset I was using didn't let me use the Fill button, so I had to do it one tile at a time. This slowed me down loads and I ran out of time for this very reason, as well as testing so many times for the sake of perfecting gimmicks. But this time around, I'll start now, and use a tileset that'll prevent me running into this issue.
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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Wed Oct 29, 2014 9:47 am
Blck_Guy wrote:RarePairGaming wrote:Well since there are 8 tiers I'd atleast expect/predict that mine might be in tier 5,6,or 7 Just saying. 
Well that's a really good observation! Here let me guess where mine could be! 3, 4, 5, 6, 7, or 8 maybe?
Sorry to destroy your hopes, but it's almost impossible getting the top 10 (which is the 8th tier I guess). Look at me, I didn't ever receive a really negative comment (not even from DarkMatt, really) but I didn't even got the top 20 in the last 2 contests.
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Kyo
- Rocky Wrench

- Posts: 636
- Joined: Fri Dec 20, 2013 2:12 pm
Postby Kyo » Wed Oct 29, 2014 10:27 am
Christian07 wrote:Sorry to destroy your hopes, but it's almost impossible getting the top 10 (which is the 8th tier I guess). Look at me, I didn't ever receive a really negative comment (not even from DarkMatt, really) but I didn't even got the top 20 in the last 2 contests.
If all you're gonna do is to "destroy his hopes" in this post, then even the apology in it won't make it seem necessary.
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Valtteri
- Birdo

- Posts: 2150
- Joined: Sun Dec 01, 2013 1:16 pm
Postby Valtteri » Wed Oct 29, 2014 3:39 pm
Tier 3 is here!
Tier 3 Places 51-60
60. Bj007pro - Deep Dark Forest - 3.48/10
- Bomber57 (1.5/10)
- I think this level is actually incompletable. I searched everywhere for the second switch block, but it was nowhere to be found. Besides that, the level is incredibly hard and even has an impassable pit. There are some obscure spots where you can go through pipes, and you can climb some vines and can't climb others (they all look the same). In many locations where you have to use bombs the bombs don't respawn, so it may lead to the player becoming stuck. There is a section with a ton of bullet bill launchers that is also absurdly hard.
Chad (2.4/10)
- Honestly, this level was just highly unenjoyable. It did numerous fundamental things in wrong or irritating ways that just made it a pain to play. I see you went out of your way to have elaborate design, but it's impossible to appreciate that when the gameplay is just unfair in nearly every way. Like, don't have surprise shell-kickers everywhere that kick the instant you see them so you can't react, while the shell trajectories are impossible to anticipate, with venus traps on top of that. Don't require things to be destroyed with bombs unless you put them on a generator. You did that near the end, but there's a wall at the start that you're only given one bomb to blow it up with. Miss, and that's it, you have to kill yourself. Don't put nearly all of the powerups in invisible blocks where players have no reason to jump to, or have invisible blocks in pointless areas that could actually result in damage. Don't have one vine be climbable while the rest aren't, but they all look the same and the player is never told. Don't have nonsolid pipes that are identical to the solid ones with, again, no indication. Don't put warps on venus trap pipes, because that risks a run-time error. Don't have bullet-bouncing mechanics that make you fail unless you do it absolutely perfectly, and even then you're going to take multiple hits trying. Don't make your passageways severely narrow to the point where you almost can't move. Most importantly, don't have warps that go all the way back to start which require you to do pretty much all of the items listed above, all over again, repeatedly. Some of the above things only lead back to start anyways. Nothing about this level is reasonable, explained, fair, or designed with other players in mind. I'm sorry, but many of the ideas in this level need serious work.
Quill (4/10)
- This is a... really strange level. I'm really unsure how to describe it. There's all sorts of weird stuff going on. Taking one path just loops you to the beginning which was super annoying and I've managed to run time error myself three times since each warp seemed to have a piranha plant right on it. That's just no fun.
TNTtimelord (4/10)
- I'm really digging that Space Junk Galaxy remix. Everything else... definitely not. You've got me going all over the place, avoiding shells and various other enemy spam in tight little spaces, bombing areas in those tight little spaces, and the list goes on. You may have been mildly forgiving when it came to coins and question blocks, but the general quality of the level was really dragged down by all the very irritating obstacles and deaths I'd endure. Also, but I got some infinite amount of lives when I got the star at the end as you seemed to have put a ton of Venus Fire Traps over each other on the ending pipe. I'm not 100% sure how you managed to do that.
zlakerboy357 (5.5/10)
- Simple forest level. I really think you should some more BGOs since it has a lack of them. Same thing goes with Coins and enemies. There were pits that was too long and you didn't give the player enough space so the player could run and jump. The Eeries was out of place in my opinon and there were certain places that was too narrow for the player.
59. krazybluemonkey - Cake Walk - 3.79/10
- Bomber57 (4.75/10)
- As the name implies, the level is a Cake Walk. Unfortunately, cake came at a price. Large portions of the level were empty, I guess so it was "easy". Not much to say, just a basic level.
Chad (5.3/10)
- This level's kinda bland, honestly. The sweets theme is cute and all, but the level doesn't give you a whole lot to do. Yeah, there's jumping on enemies and over pipes and such, but that's about it aside from some empty areas with almost no enemies. It felt like half the level was made up of such emptiness. More enemies and pipes would have been good, because the design as it is now would support that rather well. At the very least, this might be manageable for a beginner, though.
Quill (4/10)
- This level is far too simple. It needs a ton more variety. There are segments that are just too empty or flat and look lazily made. Add more variety in terrain, enemies, you name it.
TNTtimelord (3.4/10)
- Ah, what a cute little FORGETFUL candy and cake styled level. Literally, there's the very standard of standard Super Mario enemies used, almost no question blocks (which isn't a problem considering this level is not just literally, but figuratively, a cake walk) and a short flat level to speedrun. This level has so many empty spots where you could have at least made an attempt to put an obstacle there. Down to the bottom line, it's not a horrible level, but it's so... eventless.
zlakerboy357 (1/10)
- A long, long linear cake level. Extremely long and boring. There was a lack of BGOs in most of the areas in this level and the tileset had a lack of shading. Same goes with the BGOs. The NPCs was badly placed cause you placed too far away from each other. There were almost no Question Mark Blocks. Only thing I can say is that the level has a lack of literally everything you would expect from a SMBX level.
58. Antiginger - Five Trials - 3.82/10
- Bomber57 (3.5/10)
- An interesting concept, but I wasn't a fan of it. Most of these trials felt like excuses to spam enemies, honestly. The fourth and fifth trials were the worst. The fourth was a large water section that was swarming with cheep cheeps. The fifth was a big vertical spinjump challenge to escape rising lava. The ideas presented were kinda unique but they just didn't work too well. The dead end on the second trial was mean because the player had no way of fixing their mistake at that point and it came with no warning.
Chad (6.2/10)
- Oh man, you know that Peach gets kidnapped way too many times when the Toads are so unconcerned now that they make a game out of it. Nice idea. I've always thought that a distinct sequence of different challenges was a fun concept for a level, and you have some pretty good ones. The P-switch run is tricky but gives you enough time (although the big Boos are a little much to get through), and the pain trial is interesting because although it makes you take damage repeatedly, it also gives you health repeatedly. Normally forced damage is a no-no, but with all the Fire Flowers everywhere, I think I can let this one slide. Although, this makes it not so much of a challenge as it is just a proof-of-concept thing. Unless you try to travel low, then that might push it to the other extreme, as you have to re-travel a route that no longer has Fire Flowers and you might not realize there's a dead-end until you get there. I like the Flamethrower challenge, because I personally like destroying waves of enemies with powerful weapons. The Banzai Bills are a pain though, because they're clearly placed with the Flamethrower in mind, but they're immune to it. The background also bugs out at the end. The swimming challenge is... eh. It's not particularly bad, but it's kind of the same thing the whole way down, especially since you can avoid 90% of the fish merely by steadily descending on the right side. The spin-jump one is quite good, though. The Thwomps and Grinders are placed extremely effectively for this task and the lava's speed is perfect. I really enjoyed that part and it was a great final challenge for the level. However, I do think that the overall structure of the level is somewhat lacking. A lot of surfaces have weird edges and some rooms are just a rectangular frame layout and not much else. Some scenery and uneven ground could have looked nicer. Other than that, not bad. What the level sets out to do, it does a decent job at.
Quill (3.5/10)
- Unsure if this level is completely serious or not, but it has some cool moments and some not so cool moments. All the trials except Trial 2 were pretty garbage. Trial 2 was surprisingly interesting though. The luna checkpoints were a nice addition, but I'm not sure if they were completely needed as the trials are mostly short.
TNTtimelord (1.9/10)
- I'm going to assume this is a first level just judging by the things you used and the inconsistency the level had and all the things you tried out. Coins and items came in waves and enemies really weren't used consistently either. Now I'll go into a little bit of detail about each trial:
1. It's really hard to not get damaged and get to the door in time to survive the bridge because there are way too many boos and eeries in the way to maintain any sort of power-up for very long. If you're going to make a bridge to get across, make a few enemies, but mostly twist the bridge into a tunnel almost so the player has to wind around.
2. Clever concept, but it's a HORRIBLE concept. Forcing the player to constantly take damage like this is, in my eyes, one of the worst things a designer can do to a player.
3. Although this was a fun section, enemy spam should not be used as a trial or a kind of gimmick. At least you were nice enough to give us the propeller flamethrower so the player can kill every enemy, including the lakitus.
4.This was basically a swim down into a cheep cheep spam filled with spikes. Also, the water is set rather high on the water as the game registered me in water before I even stepped off the platform into the hole.
5.Now the thwomp ladder escalating onto grinders was a hell of a challenge but also a very interesting concept.
The extra stuff in the ending section, to me, was very unnecessary and you could have just placed a star in an empty room. I would have been much more welcome to that instead of toads, items at the very end of the level that I could have used earlier, and a friendly larry koopa.
zlakerboy357 (5/10)
- Cool level. The level had 5 different types of trials, but non of them wasn't well made though. The first one was trying to get to a door and avoiding Boos and Eeriesa and it was extremely hard. The second was clever, though you don't have invincibility frame when you get the same item over and over. I must also say that you used alot unfitting GFXs and the level had a lack of BGOs. Otherwise good job.
57. Mista Epic - An Autumn Stroll - 3.94/10
- Bomber57 (5/10)
- A pretty average level. Not much to say about it, but putting an invisible note block above the other note block above one of the pits was unfair as it'd cause the player to be knocked down into the pit. I'm not a fan of you using world map music in this level, but I won't remove points for that.
Chad (5.2/10)
- This one disappointed me a little. It started out as a simple little forest level, but it quickly becomes really demanding. Nearly every Pidgit is strategically placed to make avoiding them quite a pain, especially when paired with bouncing across singular note blocks. And while the readme does explain that the secret star involves invisible blocks, it doesn't excuse the first one being a kaizo trap. Invisible blocks aren't very good for secrets anyways, because they're placed where players have no reason to deliberately jump, which comes across as thoughtless placement for a luck-based reward. But aside from that irritant, the core design isn't bad. It doesn't have a lot going for it though, as it's mostly just bland ground with pits. Aside from the somewhat cruel placements of things, the level's pretty average to me.
Quill (4.5/10)
- This level isn't bad, it's just far too generic. Add in a lot more variety. Terrain, enemies, scenery (especially the trees, they make me cry. They need a lot more variation!). Anything that comes to mind, add it to the level.
TNTtimelord (3/10)
- Holy crap all those note block jumps had me cringing every single time.
This was a very short, but pleasant level. The atmosphere stayed mildly in place, but the mass amounts of pidgits started to really ruin the level's quality. There was hardly any coins outside the bonus sections as well. Albeit it was flat and short, I still someone enjoyed it, and the note block jumps had me on the end of my chair. The things wrong with the level are REALLY big things though (coin blocks, overusage of pidgits, barely any coins, mediocre NPC placement).
zlakerboy357 (2/10)
- I really dislike having the theme of Forest of Illusion playing throughout the level. Since the level is autumm-themed I would go with some autuum-themed music. During the playtime of the level I was able to see certain cutoffs on the BGOs like the trees and the bushes. Moving on onto the NPC placement I really felt it had a lack of them. There was a part of the level of the level where you ONLY suppose to dodge Pidgit Bills which I really find boring. Rexes or Spinies would be nice to have here since it's boring only killing Koopas and Galoombas. The design was pretty straight forward and I couldn't find any cool concepts about this level :/
56. Phazon1111 - Big Boo's Mansion - 4.19/10
- Bomber57 (4.75/10)
- Oh boy, a ghost house level. Actually, the puzzles weren't very convoluted. I rather enjoyed the puzzle where you had to pick the right path or else you'd loop back to the start of the section. Straight from the final castle in NSMB, but still pretty neat. Not much else about this level was outstanding though.
Chad (5.4/10)
- This level's not really bad, but not all that good either. The first area's ripped off from the first SMW ghost house (with solid slopes that you die to if you aren't expecting that, and entering a door while the vine grows can break it), the next one feels like a copy of one of the early NSMBWii castles, the one after that comes from a later ghost house, and the Big Boo boss is also a carbon copy. This level's basically a compilation of near-exact things from other games, which doesn't make it feel like much creative effort was put into it. However, you did do a fine job on executing the fake path gimmick, the Boo fight is at least an interesting variant, and the copied designs in general are faithful, in that they're decently made.
Quill (4/10)
- This is not a good ghost house. The puzzles aren't fun and there is hardly any indication on what you have to do, especially with the section where you have to pick 1 of 3 paths. It's trial and error which is also frustruating since it takes you right back to the beginning of the section if you mess up which just wastes the players time. Whenever there isn't a trial and error puzzle, it is painfully obvious what you have to do. There's never a puzzle in between, which is what ghost houses should have.
TNTtimelord (3.8/10)
- This was rather mediocre. It had it's shining moments with the hallway trick, somewhat similar to the classic SMB1 castle gimmick, but other than that there really isn't anything special about this level. There's hardly any door puzzle, ghost house enemies, coins, or scenery to lighten things up. Without the ghost house part, it would just be a bland platform level.
zlakerboy357 (3/10)
- Pretty much the easiest Ghost House level I've played I must say. This level is pretty easy and the puzzles are easy to solve. I dislike the idea of having lava inside a Ghost House. Nothing else to say. This was quite boring to be really honest.
55. moemoe02 - Sidestepper Shoreside - 4.32/10
- Bomber57 (3.5/10)
- I guess it was an alright level, but it was LONG. Most of the time it was running right with very little opposition. Though, in the first section (when you EVENTUALLY get there) there is a part where you can't progress without the jump cheat. Then there is a water section half as long as the first, and then you FINALLY get to the CHECKPOINT. I was about to kill myself realizing that was only half of the level until I found out the second section was much shorter.
Chad (6.3/10)
- This is an alright level. It's a nice beach scenario with some pleasantly simple difficulty, and there are quite a few creative SMB2 enemies here. The cherry is put to interesting use, and I like the idea of Panzers becoming Fire Flowers when you beat them. The design is okay, it's not particularly bad but it felt very flat and empty most of the time. The gameplay for the most part is decent, though. You're given plenty of obstacles to get over and enemies to defeat with the occasional swimming area. However, you make it difficult to get back up from the water after the checkpoint if you fall in. There are also a few Trouters that would leave you completely stuck and forced to die if you killed them by mistake, and the checkpoint is extremely late into the level. Other than those minor issues, the level's fairly good.
Quill (5/10)
- This is a nice level, it has a nice theme and I liked some of the design. To improve, work on your length. The checkpoint is like 80% through the level. Shorten all the stuff before it as a lot of areas are really dragging on for a while without any variety in design or obstacles. It was becoming more of a chore than anything.
TNTtimelord (4.8/10)
- If this level was about half the actual length, I would have liked it a lot more than I did. This is a very long, very flat, very redundant level. It wasn't that it was bad, because it at least had everything a level needs. After about the first minute, I realized it was the same screen (not literally) for pretty much the entire level. If you're going to make a level this long, be sure to constantly add clever new things along the way so you don't lose the player.
zlakerboy357 (2/10)
- Wow I've never seen a SMB2 beach level before. I would add alot of BGOs in this level since it had a lack of them. The level also had a lack pf Coins, gameplay elements and etc. I really didn't enjoy the underwater section since it was easy and tedious. The level can really get improved :/
54. Murphmario - Great Cloud Athletics - 4.46/10
- Bomber57 (2/10)
- This level was pretty plain to say the least. The parabuzzy beetles aren't interesting in how they are placed and have a few tricky jumps. One point is basically waiting on a slow moving parabuzzy and jumping occasionally. Once you get to the checkpoint you are met with a problem: there is no warp for the pipe. Honestly I didn't feel like putting in a warp because that's the level maker's fault and looked at the second section (which is even shorter) and still wasn't very impressed.
Chad (4.8/10)
- It's... okay. It's a short and simple little cloud hopping Parabeetle run, not much to it other than that. The placements are good and the generator and Lakitu liven things up, but it's pretty standard stuff. Not a lot of design going on, just clouds. It's decent enough to play, though. However, it's sometimes difficult to tell which clouds are solid or not, and the pipe at the checkpoint doesn't have a warp. I had to die on purpose and add it in manually.
Quill (5.5/10)
- The warp pipe linking sections 1 and 2 doesn't exist! Oh no... Anyway, I added it in myself and played the level fully. It's alright, I like the part at the start where you ride the beetle. It added something unique to the level. The rest is pretty ordinary, there's nothing else that stands out. It's not bad, there's just little special about this level. There's also a tile missing in Section 1 causing some cut off.
TNTtimelord (5/10)
- You're missing the warp from the first section to the second section, so thanks to you I had to make an effort do fix it myself! Darn You!
In all seriousness, that's a major flaw and it shows you didn't test your level well (although I won't take off much as I've had issues with warps where they'd do that too). The level is somewhat short and not very generous with items and coins. The para-beetle jump right at the beginning is damn near impossible if the player doesn't have a leaf. Hell, this entire level is like that.
zlakerboy357 (5/10)
- Easy and a simple level. The level had a good amount of BGOs and a good placement of Coins and enemies. The design was linear though so it made it really boring. It would be more fun it was non-linear instead.
53. jetace98 - Bowser's Tank Brigade - 4.64/10
- Bomber57 (5.5/10)
- I really liked the SM3DW inspired tileset for this level. It was pretty short and, unfortunately, didn't function like a proper tank level. The least you could've done was add some sort of a cool motion effect to the ground, but that's just griping. The level is pretty basic otherwise. Also, the Bowser Jr. fight at the end is incredibly easy because the player can just sit atop the bullet bill launchers and wait for a chance to strike, avoiding most of the hazards.
Chad (6.2/10)
- Fun little short run. The blocky setup of the tanks is a great design for them, and the level does a fairly good job at presenting a moderately difficult enemy setup. It doesn't offer much more than simple platforming, but it does that well enough. The boss is irritating, though. The pipe spits you out right in the midst of the projectiles in a lousy spot, but at least after the almost-forced hit, you can just hide at the upper-right until you can attack again. You almost have to, because being on the ground will force you to duck between bullets, and that space will be occupied by Jr's flames. These issues about the boss, plus its exploitability and the room's empty design, lead me to believe it was hastily made. The rest of the level is fine, but doing something similar with a better difficulty balance would have been nicer. Also, the brick background could be confused with solid tiles given how much it stands out.
Quill (4.5/10)
- Well, that ended suddenly. I liked your beginning. The level looked nice and something about it stood out from other tank levels. Then there was a random boss and it just ended. Add more stuff! I was kinda interested. Oh well.
TNTtimelord (5/10)
- This should really be Bowser Jr's* Tank Brigade, because I fought Bowser Jr. at the end and not King Bowser himself. Since I'm talking about that, I'll start on the fact the battle isn't that hard or eventful, but the bullet bill cannons are placed in just the right spots that it's damn near impossible for mario to avoid them, even while jumping on Bowser Jr.'s whirling shell. Graphically, it didn't really feel like a tank level at all. Now, coin and enemy placement was ok for the most part, but random bullet bills, one right above the other, appeared in the absolute worst spots and I nearly always lost either a life or a power-up. I'd definitely replace those random bullet bills with actual bullet bill launchers. I'd also put in some custom pipe cannons that shoot cannonballs to create less of an idling tank kind of feel the level actually portrayed. Everything looked fine, but the design really destroyed the atmosphere you were trying to convey.
zlakerboy357 (2/10)
- I opened this level and I expected to be similar to the tank level in NewerSMBWii, but guess: it wasn't! What makes me mostly wondering why this level isn't auto-scrolling since it's, y'know, a tank level. You know, the levels in SMB3 where they were auto-scrolling. An since it's a tank level, where are the cannonballs, Rocky Wrenches and the other typical tank enemies? And having Koopas and Gooombas in this kind of level is a bit awkward. The boss was easy to beat, since you could've stand on the Bullet Bill Lanchers and avoiding the Bullet Bills.
52. TangledLion - Woods of Wonder - 4.74/10
- Bomber57 (5.5/10)
- Jesus christ, is the world spinning a little too fast? All the goddamn leaves in Autumn are falling at once here. Anyway, basic level, basic design. Not much to say.
Chad (5.5/10)
- It's an okay level. It's rather short with design that feels a bit flat, but it's not too bad and the gameplay's fairly standard. The level doesn't make you do very much aside from hopping over some enemies and pits and then you're done, but enemy placements are decent. However, there are way too many falling leaves. You could get rid of about half the generators and space them out somewhat. Also, you require a yellow switch to get the second star, but there doesn't seem to be one in the level at all.
Quill (5/10)
- Fairly basic. The overload of leaves was kinda pointless and not nice to look at. Slower generators that each have different speeds would have been suitable. The first half was fairly basic, but it ended up turning into completely basic sections with enemies added. Lots of flat land, nothing much done with it. Add in some variety.
TNTtimelord (3.7/10)
- I don't know why but I found the fact the leaves are falling a shear load on every screen really funny. The generator is set WAY too fast and there are too many of them. I can say they do give the level a little bit of excitement, because the rest of the level is completely bland and filled with an occasional goomba and subcon enemy. Try expanding and adding a little bit more than just an overload of leaves I can't grab.
zlakerboy357 (4/10)
- I really dislike having a million of Super Leaves falling down from the trees. The level had a lack of BGOs, NPCs and wise gameplay stuff, which amde the level really boring. I wasn't impressed by the design here either since it was linear and not really fun.
51. PaperPlayerX - Euphoric Everymart - 5.03/10
- Bomber57 (6.75/10)
- The Mushroom Kingdom's Megamart has an issue: too many enemies! Well, actually, the goal is vague at first, but it boils down to getting to the end of each isle and hitting a switch so you can progress to the "attic" (what supermarket has an attic?). I found this level to be a unique concept, especially the hall of endless knick-knacks. The level had good humor. Some areas were really tough, especially the pets section (even with Yoshi!) but I might just suck. The boss was a little lazy, unfortunately. A pretty unique idea that was executed well.
Chad (7.4/10)
- This certainly was different! I figured this was just going to be one of those shop or town levels that doesn't really have much going on except for talking to people and a couple items, but instead I found legitimately fun gameplay and some intriguing difficulty. The level also injects some humor while having serious design, by giving the Toads funny things to say (like that jab at clash) and making each section of the store its own matching form of danger. Even the changing landscapes fit with the level in this context. However, I didn't care for the produce section's lower-right-corner pipe having that little step that implies there's more down there, or a way back up. Very easy way to trick the player into getting stuck without Yoshi, especially with the Toad down there to motivate you into checking. Also, the second half of the level was incredibly underwhelming. I know it's an attic, but the room could have been given more effort than that. I do like how you're only required to do two of the store sections to proceed, though. It lets players choose their adventure, somewhat. The second star is very well placed, and it really makes you work for it without it being excessively difficult if you know what's expected. The fake star preceding the Boom Boom fight should be friendly though, because it'll tell the hub there's a third star when there technically isn't. Overall, this is a really original idea, and I quite enjoyed how it was pulled off. It's silly, but maintains a solid design and theme.
Quill (8/10)
- Really creative level. I love the variety and creativity in each section. My only real problem is how the switch blocks are used. The first and third rooms have the same switch block to find while the fourth lacks a switch block at all. Make it clearer to the player what they exactly have to do to progress and make sure each section has some sort of purpose too. The final room was pretty bland and the boss was generic and didn't fit with all the creativity shown in the earlier sections.
TNTtimelord (2/10)
- You clearly didn't test your level. The design is impossible for Mario throughout the majority of the level unless you have a yoshi, which is very dimwitted design plans.
Coins and items are plentiful, but that's all bounced back by horrible NPC placement and virtually no room to work in. The player NEEDS to be fire mario to proceed through most of the level, which is also dimwitted design. Think more about who ELSE is playing your level.
zlakerboy357 (1/10)
- Weird level to be really honest. Alot enemy spam and unfitting GFXs like SMB2 Veggies. Couldn't really see any cool gameplay elements and it did have alot of Coins and alot of enemies. Can't really say I liked the level.
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Kyo
- Rocky Wrench

- Posts: 636
- Joined: Fri Dec 20, 2013 2:12 pm
Postby Kyo » Wed Oct 29, 2014 3:41 pm
Did Blck_Guy submit twice or why did he submit a level as Bj007pro?
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Valtteri
- Birdo

- Posts: 2150
- Joined: Sun Dec 01, 2013 1:16 pm
Postby Valtteri » Wed Oct 29, 2014 3:44 pm
Kyo wrote:Did Blck_Guy submit twice or why did he submit a level as Bj007pro?
he submitted once
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moemoe02
- Guest
Postby moemoe02 » Wed Oct 29, 2014 3:47 pm
Tier 3 has already come out and it seems like I am in the top 60 once again... But I am ok with that happening, but I did not expect this to happen... But at least I tried my best... I thought I could get something better with creating a new theme for SMB2, but even though teir three is okay with me, but I actually expected to see something better, and this level I submitted for this CC is my favorite and I cannot believe it got this position even though that it was unexpected, hopefully I could do something better in the next contest, so this was an ok level to the judges I guess...
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