Re: Community Contest 11 - WE HAVE RESULTS! TIERS 7 & 8
Posted: Fri Aug 14, 2015 9:36 am
by h2643
Enjl wrote:h2643 (me)
I had no idea that you are me...
Re: Community Contest 11 - WE HAVE RESULTS! TIERS 7 & 8
Posted: Fri Aug 14, 2015 9:39 am
by Emral
h2643 wrote:
Enjl wrote:h2643 (me)
I had no idea that you are me...
Every time I copy a list from somewhere >.<
Re: Community Contest 11 - WE HAVE RESULTS! TIERS 7 & 8
Posted: Fri Aug 14, 2015 9:51 am
by Marina
My top 10 prediction is shinbison, bomber, bossedit, enjl, me, eltipsta, wind, sm7, zlaker and h2643 tbh. Maybe mudkip too idk.
Re: Community Contest 11 - WE HAVE RESULTS! TIERS 7 & 8
Posted: Fri Aug 14, 2015 9:58 am
by RoundPiplup
I think bossedit8 gets top 10. Don't know about first place, but it's a possibility.
Re: Community Contest 11 - WE HAVE RESULTS! TIERS 7 & 8
Posted: Fri Aug 14, 2015 10:38 am
by Mable
Ludwig von Koopa wrote: bossedit8 is a great designer, but I don't think he's gonna win.
What makes you say that anything can happen.
Linik wrote:Fixed.
whats wrong with calling you castlewars lmao?
Re: Community Contest 11 - WE HAVE RESULTS! TIERS 7 & 8
Posted: Fri Aug 14, 2015 11:11 am
by HeroLinik
Sinem wrote:
Ludwig von Koopa wrote: bossedit8 is a great designer, but I don't think he's gonna win.
What makes you say that anything can happen.
Linik wrote:Fixed.
whats wrong with calling you castlewars lmao?
Not just that. He just copied and pasted it from h2643's list forgetting to edit it so (me) points to Enjl and not to h2643. And glitch4, put my name back on the list.
Re: Community Contest 11 - WE HAVE RESULTS! TIERS 7 & 8
Posted: Fri Aug 14, 2015 11:33 am
by RoundPiplup
Seems like the next results are going to come late today(or just later than usual). That brings in more hype.
Re: Community Contest 11 - WE HAVE RESULTS! TIERS 7 & 8
Posted: Fri Aug 14, 2015 11:40 am
by mariogeek2
Final Day of results! Get on the Contest Winner Hype Train! Who's it going to be?
Re: Community Contest 11 - WE HAVE RESULTS! TIERS 7 & 8
Posted: Fri Aug 14, 2015 11:44 am
by Willhart
mariogeek2 wrote:Final Day of results! Get on the Contest Winner Hype Train! Who's it going to be?
I'm kinda expecting the final tier to appear tomorrow, but it would be nice to get it earlier too.
Re: Community Contest 11 - WE HAVE RESULTS! TIERS 7 & 8
Posted: Fri Aug 14, 2015 11:50 am
by Marina
Willhart wrote:
mariogeek2 wrote:Final Day of results! Get on the Contest Winner Hype Train! Who's it going to be?
I'm kinda expecting the final tier to appear tomorrow, but it would be nice to get it earlier too.
From what Valtteri told me he's going to reveal 20-11 today, 10-3 tomorrow and the two finalists on Sunday.
Re: Community Contest 11 - WE HAVE RESULTS! TIERS 7 & 8
Posted: Fri Aug 14, 2015 11:53 am
by mariogeek2
Marina wrote:
Willhart wrote:
mariogeek2 wrote:Final Day of results! Get on the Contest Winner Hype Train! Who's it going to be?
I'm kinda expecting the final tier to appear tomorrow, but it would be nice to get it earlier too.
From what Valtteri told me he's going to reveal 20-11 today, 10-3 tomorrow and the two finalists on Sunday.
Ah, that sucks. Ah well, guess it's more to look forward to.
Re: Community Contest 11 - WE HAVE RESULTS! TIERS 7 & 8
Posted: Fri Aug 14, 2015 12:10 pm
by Black Mamba
mariogeek2 wrote:
Ah, that sucks. Ah well, guess it's more to look forward to.
More time anxiously waiting to see who made it. More time stressin' and stuff.
Re: Community Contest 11 - WE HAVE RESULTS! TIERS 7 & 8
Posted: Fri Aug 14, 2015 12:24 pm
by HeroLinik
Uzendayo wrote:
mariogeek2 wrote:
Ah, that sucks. Ah well, guess it's more to look forward to.
More time anxiously waiting to see who made it. More time stressin' and stuff.
Agreed. Something tells me I'm going to fall at this stage and my level is revealed.
Re: Community Contest 11 - WE HAVE RESULTS! TIERS 7 & 8
Posted: Fri Aug 14, 2015 12:32 pm
by ElTipsta
Linik wrote:
Uzendayo wrote:
mariogeek2 wrote:
Ah, that sucks. Ah well, guess it's more to look forward to.
More time anxiously waiting to see who made it. More time stressin' and stuff.
Agreed. Something tells me I'm going to fall at this stage and my level is revealed.
I have the same feeling too. But then again, I had that feeling yesterday, and look what happened there.
Re: Community Contest 11 - WE HAVE RESULTS! TIERS 7 & 8
Posted: Fri Aug 14, 2015 12:47 pm
by HeroLinik
ElTipsta wrote:I have the same feeling too. But then again, I had that feeling yesterday, and look what happened there.
Yeah, I was dreading I was going to fall each time a tier is revealed. Now look how far I've got in comparison to previous contests. Looks like we made it to the top 20. I just hope I survive Tier 9 and end up in the top 10.
Re: Community Contest 11 - WE HAVE RESULTS! TOP 20
20. TNTtimelord - Over the Hills and Far Away (7.63/10)
Bomber57 (8.0/10)
This was a pretty nice open world style level, where you use the propeller block to get around. I really like how you made it look like the Hoopsters were climbing around on the stone walls. Though, the main issue with this, and many other explorative levels, is that all of the side areas are unimportant. There is no reason to stray from the main path in this level as there is only one star. Thankfully the author made a series of arrows throughout the level that lead to the star so you wouldn't get lost. I was also bugged by that red shy guy spawner that dropped them down because I kept getting hit by it, but maybe I just suck. Only other complaint is that the checkpoint was out of the way, and I didn't find it until I looked for it in the editor view.
bossedit8 (9.25/10)
Rare to go down in a mountain level at the beginning of the area... at least from what I see. I really liked this level and it was fun to play with the propeller blocks. Your secrets and everything was also nice to discover areas for some power ups and other related stuff like multiple coins worth of collecting and also the red coins giving you reward once you collect them all in time. What I don't like is how some of the Para-Koopa's hitboxes are too unnaturaly large. I do loved the exploration for getting a lot of rewards though. I found one invisible NPC that you're be able to bounce on apparently that is supposed to act as a stopper from the sideways Hoopster enemy. Overall I really liked this level and very few flaws encountered.
Chad (6.5/10)
This level is gorgeous to look at and has some nicely rugged design. There's a pleasant variety of terrain layouts and enemy types to keep the level feeling lively, and exploration definitely rewards the player with secrets. I like that this level intends to use the propeller block as the player's normal means of movement, too. However, the way this level handles it, I felt like I spent most of my time floating aimlessly through everything. The arrows are certainly helpful, and while I do like the way this level's crafted, it's also really open, which allows me to just sail by everything in the first place. It's really not designed around the propeller block except for the fact that the jumps couldn't be made normally, when you could have made the block placements more restrictive to demand more careful movements from the player and provided a better sense of level direction that way. The level's not unpleasant as it is, but it's not the most engaging either.
Quill (6.9/10)
This level felt surprisingly energetic. I enjoyed all the secrets you hid in your level and the random events such as the red coin hunt which you had to do in a certain amount of time. All these aspects help to make the level more lively and that's a breath of fresh air in my books. I'm not sure if the design of a level is that great if you need arrows to point the player in the right direction. Surely there could have been a way to make an obvious path with optional routes?
Valtteri (7.5/10)
So here's a big, explorative level. Something I've personally got tired of playing in SMBX. But it's done in a decent way. Although all the rooms looked the same and I had to walk around the level for quite a while before I could find the exit it still didn't feel like a tedious maze as it wasn't too much of a maze afterall and I appreciate that.
19. h2643 - Ocean with Orange Oranges (7.76/10)
Bomber57 (7.0/10)
Pretty cool what you did with the different kirbies. I especially liked the ones that sucked you towards them. Parts of the level were either too empty or too busy. The Meta Knight battle was unfair because his Galaxia projectiles moved too fast, so it became hard to dodge them. Having to fight him with bombs on top of that is rough because of how many hits it takes to beat him using those.
bossedit8 (9.5/10)
KIRBYYY!!! Oh man, this level was just amazingly designed like as of what the whole Kirby series did and such but into SMBX. I do like that you explained about this level that all of the Kirbies are evil to the player but what I really love is how they act differently and there are also quite a lot of them. I also like the whole differency of the power-ups acting as mushrooms in this area like the whole SMB, SMB2 & SMW mushrooms and even the Z2 heart are having different amount of food and such based of the Kirby games. I also love the whole design of this area and I couldn't really find any issues. Well, about the boss though, it does have a challenge for sure but I find the mushroom generator to be too fast to respawn so with that you have like no chance of dying even if the boss' projectiles are faster than regular speed from the original boss' sprite. Overall I really liked this level a lot.
Chad (8.0/10)
This is a Kirby level done really well. It's full of switch events that defeat enemies or destroy/create blocks, which are carefully thought out and reminiscent of the series. There's a great variety of enemies and land formations to make the level feel complex and alive, while also providing lots of little secrets to encourage exploration and curiosity. The occasional swimming sections are a neat addition too, and enemy placements are moderately difficult to keep players engaged. However, the boss is somewhat cheap, because with frequently-generating Mushrooms, you almost can't die. But at the same time, the Mushrooms are in fact needed because Meta Knight's swords fly fast enough that you almost can't dodge a second consecutive one. I understand wanting to make it different from a typical SMB3 Bowser battle, but making the player take almost-required hits and heal interchangably somewhat negates the point of difficulty. Also, the second star is practically a freebie because the Dragon Coins really don't require you to go out of your way that much, and while the inhaling-Kirbys are really imaginative, they don't serve much of a purpose.
Quill (6.3/10)
I liked the Kirby elements you had in this level. It made the player think about what enemy did what which I thought was neat. The level itself is alright. The design is good, but doesn't stand out. I did appreciate the variety in the terrain and the enemies. The boss was a little disappointing as SMB3 Bowser takes so long to kill.
Valtteri (8.0/10)
As a big fan of "Kirby: Nightmare in Dream Land" I can't not like this level. Someone's put a lot of effort into porting tileset from the game. The level is also very good. The possessed Kirbys are weird but the idea works. I like them a lot. The cinematic before the boss is nice, too.
8.5/10 too much GREEN. No seriously, literally every NPC is now GREEN, and this makes it hard to see them sometimes against the GREEN background and the GREEN BGO. What bothers me the most is that you made the fireballs GREEN because why not. This made them hard to see against the background and BGO, which is worse considering they are projectiles. Abundance of GREEN aside, this was a pretty nice level. The water appearing and disappearing gimmick was pretty cool towards the end, and the way you made it transition smoothly was nice. The second pipe elevator in the last section basically trapping the player if they fall down after raising it is a design flaw, and could be fixed by removing the hole to the lower area after the pipe elevator. The level was pretty nice, but next time please cut down on the GREEN.
bossedit8 (8.0/10)
Lovely forest type level with variety, nice designed areas and several gimmicks to spice it up. Everything was a relatively nice designed but sometimes I find your enemy placements rather annoying to deal with especially unreachable enemies but still be able to attack you... since the flames are green they can be difficult to see at times since the level is also mostly green based. I don't like that once you defeat the platform that replaces a "ripper" that you can get stuck there... at leadt make sure that once you defeat it, make standable platforms appear so you won't get stuck there anymore that easily. Other than that I liked this level and good secrets involved.
Chad (8.0/10)
This is a great level! It has a really mystical feel to it, with a lot of variation in the design and hazards. I especially like the climbing areas and those where you have to avoid Munchers, and the way Section 2's path overlaps itself and reuses the elevator is clever. You also make great use of the floating water, and the expanding/contracting effect you gave it is not just visually impressive, but functions well as its own gimmick. I wish that was used in more places. However, I don't like the moving spike platforms. If the level's progression is strongly reliant on that in some spots, making it something you can kill with a thrown object is way too fragile. I don't understand why you didn't just use a moving layer. Also, the first one makes you wait a long time if you miss it. The visuals, though really nice as a whole, are confusing at points. The sizables are nearly identical to the ground, and the green fireballs blend in with everything, making it really easy to get hit from something you couldn't see. The second star is also poorly placed, because players are given no reason to check a previous area. It felt like there wasn't thought put into its placement beyond that it'd be somewhere unexpected.
Quill (7.3/10)
The atmosphere here was super nice. I wish there was less "hit the thing and go back as something new is there" as this is a common theme in the level and it gets pretty boring after a while. The overall design was fairly good, so good job with that. The level doesn't really have too many flaws, it just needs that extra mile to make it really outstanding.
Valtteri (7.5/10)
This is a cool forest level. I appreciate the in-dept instructions throughout the level but you shouldn't have to explain things like hitting switches to the player.
17. bulletbull43 - Grand Petroleum Canyon (7.99/10)
Bomber57 (9.25/10)
Oil canyons seem to be real popular these days, but I can't really blame people because its cool if done right. This level did it right. The lush canyon environment is beautiful, and there was plenty of room for the player to maneuver around obstacles. I like how you put an ! graphic before a Banzai Bill appeared, giving the player proper warning. I wish it was a little more obvious that you couldn't stomp on the bulls normally though, I died thinking it would be fine. The level also could've used a sign explaining how to use the rainbow shell because the gimmick isn't used too often and the controls might need explanation to some players. It's not a massive deal because the rainbow shell is only for an optional star, but an explanation on how to ride the rainbow shell would've been nice. Not much else to say, but this was a good one.
bossedit8 (8.0/10)
Nicely made canyon type level with difficulty and secrets involved. I do like the whole design of it and the whole exploration throughout the level and it was neat. I do find your enemy placements a bit too much though like the overkill of hammer brothers and also bullet bill shooters. I do like the decoration and everything else though as it was never too much except for some of the enemies but what I like is that you used the warning sign for the giant Banzai Bills in this level. Not much to say as everything was well made except for some of the enemy placements and such.
Chad (7.5/10)
This is a pretty expansive level. I like how much life you put into the layout and interior decoration, which makes it look very rough to capture that mountainous feel. There's a lot of exploration on top of that, with bridges and bombable walls to add to both the atmosphere and gimmick/platforming variety. Enemy placement's pretty good too, with both simple and tougher enemies arranged for a tricky yet balanced difficulty, as well as switch events to make things more dynamic. However, I experienced some minor performance issues due to the high block count, and replacing fill tiles with 2x2 or 4x4 equivalents wherever they'll fit would have reduced the block count without changing the level, which I feel contributed to the difficulty more than it should have. I also didn't care much for the rainbow shell portion. It's thoughtful to put the midpoint right before it, as well as arrows before each jump because it considers the player's low reaction time, but the jumps are extremely frequent for how unstable the ride inherently is, especially around slopes. The last jump requires perfect timing as well, lest you bounce off the side of the bridge and end up sailing blindly backwards into eventual death. The exit of that area also puts you in an ambiguous spot, where you have to do some tricky projectile dodging while racing with bombs in either direction to blow up either wall, and I couldn't figure out which was right until I made an intense gamble. I personally would have had the secret star entrance return me to the pipe I first entered through, but disable the original warp so I can't go back in. Other than that, very solid design and intriguing difficulty, but a few things could be smoothed out just a bit.
Quill (6.7/10)
It's a pretty simple level but it gets the job done. Not much 'wow factor' there but I did appreciate some efforts in adding variety, such as with the bombs, but that easily got tiring.
Valtteri (8.5/10)
This is a maze-type of level where you have to blow up stuff etc. to progress. The player is guided through the level decently. I still managed to struggle to find the way out after winning the Rainbow Shell game. You probably shouldn't make it possible to enter after winning it because you will get stuck if you go back there (as the shell is no longer there and there's no pipe out except at the end of the game where you can't go anymore). The level is pretty. The decoration is consistent and pleases the eye.
16. Wind - Attack on Talkhaus 66 out of 100 Edition (7.99/10)
Bomber57 (8.5/10)
66/100 for some reason? Jokes aside, this was enjoyable, and the references were pretty funny. I also liked the hidden messages in the falling background blocks, but I won't reveal them here. The floating white blocks that replaced eeries were pretty cool. The bossfight was pretty neat too, though the boss would get stuck under the cage in its first phase, making it incredibly easy.
bossedit8 (8.75/10)
Patchouli pictures everywhere! Apparently this level refers entirely of the Talkhaus + SMBX combination. This level was very constructed and also pretty fun but at the same time it refers a lot to the past community events so it's half joke half serious level. I do like the whole layers, events and the whole effects you got there since for sure it affects a lot to the astetics in this level. Your random elements in this level though... hehe, just funny to simply look at it all but well... jokes apparently is still a thing in a Mario level. You gain a lot of variety throughout the level and there's also secrets to discover. I do like the whole gimmicks you used and how it was done. The boss was... well, let's just say... I have to fight a ball with 4 sticks including a face and a yellow hair (*cough* Valtteri *cough*) and that in 2 phases which was pretty cool.
Chad (7.5/10)
I'm not too up to date on Talkhaus politics so I'm not really gonna get into that (aside from saying the dialogue was comical), but the first few areas do a good job at setting up the scenario before launching you into the action. Good use is made of various obstacles and items such as donut blocks and propeller blocks, and you get impressive mileage out of those generating white tiles. The design is solid, the gameplay is entertainingly tricky, and the length is pretty good with a thoughtfully-placed midpoint. The bosses are simply made, but enjoyable. The level was a bit visually heavy, though. The BGO brick tiles look close to the solid ones, and combining that with the flashing background and explosion effects make it a little hard to see what's going on. Other than that, pretty well made and silly level.
Quill (8.2/10)
This is a completely stupid level, and that makes it AMAZING! Man, there's so many inside jokes here but I liked every part of this level. The blocks you can stand on were unique and enhanced the gameplay. The boss was pretty cool as well, though when the boss throws hammers at you, there isn't much indication that you're successfully hitting him. Adding a sound effect to the event would have been good, but it's really a minor thing. Great job overall though!
Valtteri (7.0/10)
This level is filled with cool detail. The explosions, the collapsing ceiling. All of this contributes to the successful general feeling of take-over that the level is supposed to give to the player. It's a hilarious story that keeps surprising you with all sorts of special effects. The architecture of the level wasn't too special, though. The tileset that was used was very simple when a lot of effort was put in this level otherwise. It could have been a lot better with a more interesting tileset.
15. ElTipsta - Sale rivestiti nelle tenebre (8.04/10)
Bomber57 (9.0/10)
The atmosphere in this level is amazing, and the music certainly helps the eerie tone of wandering the darkness. The darkness was also done in an unintrusive way too, it never felt like it was hindering Mario more than it should. I feel the part after the checkpoint went on for a little too long, and it was nerve-wracking because I spent most of the time as small mario. An extra powerup or two couldn't have hurt. I like how you made the false blocks blend in, but not perfectly. This makes it so that the player has to look close enough to spot the difference, but not stare at it for hours or slow their movement to a crawl to avoid getting hit. The climbable spider webs looked beautiful too. The whole level just did a great job of getting me absorbed in its environment.
bossedit8 (7.0/10)
I like the whole darkness level that this level provides but that will cause trouble during SMBX because it used up 8000 background objects... ok. I do like this level though but what I don't like is how some of the '?' blocks seems hard to reach and they contain just a coin anyway. This level for sure is powerful to get through the whole area! Even for all it's powerfulness, I do like the mechanics in this level but even then I do kinda find that one secret rather hard to find since you have to go back for the secret star after you've done a thing. It is a rather difficult level. I like the atmosphere though.
Marina (6.5/10)
This was a rather atmospheric level that made good use of graphics and music to give the player a sense of mystery and suspense. The level used a clever darkness gimmick that made the player closely observe their surroundings and time their every move in order to progress without taking harm. It also has a good learning curve, by introducing the player to the gimmick without any dangers, then gradually becoming incresingly more dangerous and ultimately leading up to sections where the player has to watch their every step in order not to die. However, with a gimmick that already hinders the player from moving every few seconds in order not to mess up, the level length really adds to that and drags the level out. Even though it has a midway point, you still have to travel a long path in order to catch up to where you died. There also were some minor flaws regarding enemy placement and graphics that stick out too much, but those are merely cosmetic and don't affect the score. Over all a really interesting level, the only real big flaw is the length in this case.
Quill (9.7/10)
This was brilliant! You completely nailed the atmosphere and the darkness gimmick was unique yet interacted with the gameplay in a fun and cool way. Every single enemy placement had some kind of purpose and the level is crafted in a way to take full advantage of the gimmick you've presented. I thought it was outstanding. Each section brought something a little different to the table and I really appreciate that kind of variety. It's just the right length that the player gets to experience what this level is all about without it becoming stale. The second half doesn't feel as elaborate as the first, but that's a minor nitpick. I thought this level was excellent!
Valtteri (8.0/10)
This level uses a pretty simple yet working gimmick where darkness covers parts of the level and you have to memorize the floor or wait for it to drift away. The fake ? blocks that replace Thwomps are worth mentioning. I always fell for them. Either I'm an idiot or they should be made slightly more obvious. I dunno. I'd personally make them a tad more distinguishable from the real ? blocks.
14. Willhart - Lakeside Spinsaws (8.06/10)
Bomber57 (8.5/10)
Not too many levels can pull of HD graphics so well in SMBX. This one was able to do that. Heavily inspired by Super Meat Boy (really is pretty much a Super Meat Boy level) you gotta avoid saws and... tank squirrels. The challenge in this level was great, and I never found that I died to the level's bullshit. When authors pay a homage to another game they tend to overdo it, making things too difficult for the player, but this level was designed to still be possible for Mario while still feeling very much like a Super Meat Boy game. It was real thoughtful that you had a frog at the start who tells you that you cant spin-jump on the saws, as that is important to know in this level. Once I got to the star I was left wanting more, as this level isn't too long.
bossedit8 (6.0/10)
EU Computers couldn't advance this level due to an uneven number at the size of some NPC codes. I would of really liked this level if it wasn't for that issue at the beginning just for US and EU differences of code functions. I really liked this level though like the whole saws, those weird tank enemies and some of those... jumping enemies. Difficulty was great and yeah, it was a good level but the whole issue of what I mentioned before was a unnoticeably pain.
Chad (9.0/10)
Wow, this is an incredibly unique level! Right off the bat, you deliberately use the powerup/bouncy-saw glitch to a gimmicky advantage to create a new type of hazard, so just from that I knew I was in for a ride. After that, the level exhibits very cunningly-placed sawblades and tight passages to motivate caution and planning in the player while warping you to different parts of the section to make the design feel complex. Didn't care much for the generator just preceding the checkpoint though, as you can only get through that unscathed by taking advantage of the few frames where a newly generated instance doesn't hurt you, which you may not necessarily even know to plan around. The second half also has some pretty deviously-placed saws, but the multi-row generator becomes overwhelming quickly if you don't figure out the route immediately (the solid slope tile doesn't help either), and the water initially looks like it'd be toxic. But other than that, brilliant job designing this challenge.
Quill (8.3/10)
This was super neat! Basing your level around saws you couldn't spin jump was interesting at first, but you managed to use it really cleverly. It was fun seeing all the sorts of crazy things the saws got up to and it added a lot to the variety and design of the level. Great job!
Valtteri (8.5/10)
This is truly a level that stands out among the rest... All the graphics are HQ! I like how you made use of the glitch where the saws start jumping really high if the player picks up a power-up. Overall the level is interesting to play. The purple color scheme suits it well.
Oh look, a monochrome level that mixes three tilesets. Contest winner! Jokes aside, this was actually pretty good. The mixed tilesets were nice and the monochrome tileset was actually done well, except for the BGO walls. They were too light of a tint, and so I would have to mentally focus so I wouldn't think they were solid blocks. I think it was thoughtful of you to include exclamation points below the thwomps (who were the same monochrome blue as everything else) and some arrows when you had to backtrack through the main section. The level had an excellent amount of detail and never felt too cluttered. There's some small gimmicks that I feel were added more as enhancements rather than being a focal point of the level, which usually would mean low effort, but they were actually done pretty decently.
bossedit8 (8.25/10)
The way to enter a mountain based area with brambles, cave, ruins including ice and water mixing up together was for sure a thing. I do really like the whole design coicements you've made throughout the level since it gives out a lot of variety as you go further on. Climbing vines, swimming in water after you unfreeze it with specific switches and even unique "P!" blocks as once you press it the area shakes and coins fall down, basically like a SMB2 POW Block. I do feel like that these bullet bill blaster seem kinda hard to see until you notice that they actually shoot a bullet bill with a tail since as of how everything is darker than usual and on top of that there's no marker like a skull sign on the bullet bill blasters aswell. At the underwater part, I feel that that one blooper, once I'm at the top of the area where it gets cramped that it's pretty hard to avoid since you have to go down aswell after you went up there. What I do notice when I look at the level again that once I get to a section which looks the exact same but it's not, the whole area gets even darker which to be honest is pretty clever and also hard to notices at first. Near the end there are temples crumbling down but I advice to not use these Note Blocks on moving layers since they tend to be kinda bugged when you try to jump onto one of them while they move downwards so it gets difficult to get used to them at first. I do find the tileset pretty cool but there were some areas that seems to be kinda bland with such placements but since it's pretty limited as of where you put it up anyway it isn't much of a problem. What I honestly don't like at the beginning is as of how that one fog covers up the sizeable's top but yeah, let's go with that I guess. Overall I really like the whole atmosphere and the design throughout the level and the variety.
Chad (8.0/10)
I'm impressed by the strong atmosphere and level of detail in this level, and a lot of effort is clearly put into the construction of the landscape and temple areas. They're fun to traverse, have a lot of neat events that implement exploration, and present a pleasantly simple difficulty that more easily allows the player to enjoy the presentation and good design. You did a splendid job on the thawing gimmick, and it makes the level feel like it expands while you're playing it, especially in the first area. However, I feel that the frozen water doesn't visually come off as being very icy. The falling temples are excellently pulled off, although a curious player could jump over them after they've fallen and get themselves stuck if they aren't Luigi (even though that's something you'd almost have to actively try to do to manage in the first place). I also feel like there could be some color differences between the solid and BGO ruins tiles, because they look very much alike. I initially missed my chance to access the pipe leading to Section 7 because I didn't see the hole in the ground, plus the fact that you used exclamation points to indicate Thwomps probably means they blend in a bit too well. Other than that, this is a very solidly-made and enjoyable level. It shows more from its core design more than the gimmicks, but they do give it some added flare.
Quill (7.9/10)
This was a good level. There was a decent amount of variety in each individual section, the more prominent example being the moving towers. Earlier parts did feel a little repeated in terms of enemy usage, although terrain design was pretty unique throughout which was good. Overall, good job.
Valtteri (7.5/10)
I like the occasional special effects such as the explosions and also the P block that acted like a POW block, that was neat. I also have to note the collapsing towers. Those weren't new but a nice touch anyway. The level itself is also neatly designed, and the frequently placed arrows don't leave the player guessing where to go next. The color scheme gives the level a mystic feeling. The brick BG walls blend too well with the solid bricks, I would sometimes not notice when the floor wasn't solid anymore. So if you want to improve, try recoloring the BGO bricks. Overall it's a fun level, in all its simplicity.
Woo! Someone used music from Pac-man World 2! Finally! *ahem* So yeah, someone finally managed to use the totem graphics decently. In fact, I'm pretty sure here they are redone a little because they look better than I remember. The sawblades were implemented perfectly, and there wasn't one that I felt was in an unfair position. Same goes for the hammer brothers, who made frequent appearences in the level. The custom boss fight is real nice, and the attacks are telegraphed nicely (save for when you first enter, its sort of sudden there). I feel the exclamation points for the horizontal thunder shockwaves could have been a different color so that it was easier to tell what they were. The phase before jumping on the boss the second time had too much going on. Either slow down the generation of the thunder from above or slow down the generation of the thunder shockwaves from the boss. Its too difficult to time when its safe to move, and gets more difficult the closer you are to him.
bossedit8 (8.75/10)
Nice exploration... thingy... oh well. I do like this level throughoutly but I feel that some of the secrets relative to different paths seems kinda... lacking but oh well. I do kinda think that the warp pipe's placement at the second section that leads to the third section seems a bit weird since once you enter it's sadly impossible to go back and you can't recheck as of what you've missed on this level even though they gave you just coins and some enemies during the exploration. The rest is just basic obstacles and one point of the section wrapping around which was ok. The boss, I find the boss nice although there were some points of it that his projectile shooters are coming way too fast to react for the fitst time players and there were some forms that are pretty hard to even manage but overall it was a nice boss.
Chad (7.5/10)
Pretty excellent level. It's a very lively mountain/sky atmosphere with some tricky design and enemy placements, aided by the totems to keep things lively. The Grinders and Hammer Bros. are placed strategically, and the design is intriguingly open and explorative. However, I don't care much for the color of the sizables. They're not distinct enough from the solid tileset, so I initially got confused at how to leave the first section and got stuck in the upper-right area. The level wraps later in the level are also not clear in either of the places that they're used, which makes them based on guesswork when you could have just put in a couple of arrow signs. The boss is really interesting and dynamic, with a lot of difficult hazards but also plenty of indication and warning. However, the projectiles are excessive during the times when the player has an opportunity to damage Lakitu. There isn't any sort of clear way to avoid multiple sets of them at those points, so it almost comes down to rushing in and taking a hit to get the job done.
Quill (7.4/10)
The totems were pretty cool and added to the atmosphere and overall feel of the level. I just wish the level wasn't as long as it was considering that once you've really gone through the first section, you've seen it all. The boss was neat, though I would have liked to see something better than "play the waiting game until the boss just stands there so you can jump on him".
Valtteri (8.0/10)
There are parts where I wished there was more room for jumping. And the second pipe that takes you forward could use an arrow or something beside it as the path crosses into two at it and both paths lead to dead ends which confused me for a while. And is there any reason the pipe after that is hidden on the other side of the section which secretly has Level Wrap on? Is this a ghost house? The boss fight is okay. The exclamation marks oftentimes make a mess but will give the player a rough idea where is safe which is fine I guess. Overall the level is really nice with the aestethics and neat structure.
11. castlewars - Fifty Shades of Grey (8.09/10)
Bomber57 (8.0/10)
To be honest I was scared on what I would see within when I opened the level file, but it just turned out to be a grayscale spooky ghost level. A pretty good one. The grayscale works pretty nicely, though sometimes it could be hard to tell the difference between the grabbable vines and the BGO ones. The level introduced a unique concept where friendly boos are attached to platforms, and you manipulate the boos' movement patterns to get you where you wanted. Though, it was rather annoying to deal with in a few areas, especially when you had to move the platform upward. The level designer was thoughtful enough to place signs that give the player tips, though the constant reminders felt like hand-holding. The event at the end where you are launched out of a pipe looked pretty nice. Also, the skeleton graphics look really out of place. Like, they're just really bad.
bossedit8 (9.25/10)
Ohh... what a nice ghostly type level in a forest and then later in a ghost house! I really like the whole design, secrets and the gimmick in this level like the boo traveling with blocks (attach to layer stuff) in order to get further on but my problem is that once they merge it into a regular block while standong on them they can crush you unfairly. I do like that everything is gray with actual different shapes of gray as of how they represent like fire and ice flowers are different for example. There were however parts in this level that you can easily grind up for 1UPs at the interior part of the level (ghost house) due to these enemies never despawn once you're doing this correctly (multiple keys at the checkpoint area or somewhere else without even a key) and wait until you get a lot of them on the screen and chain reaction way to go! There's a small boss in this level and what do you have to do? Kill the wave of boos with your own key. 3 waves to go. I really like the whole variety in this level including in a great length aswell for a ghostly type area. At the end, pressing that switch makes an awesome effect up till the end where the star is.
Chad (9.0/10)
I'm glad this is just a pun on the color. This is a pretty impressive level, though. The Boo-controlled blocks are pretty creative, and require you to act and think differently than most gimmicks while still being completely intuitive. You use them all throughout the level too, which really keeps them consistent. The key-hunting, elevator, and propeller block descent sections are a lot of fun and nicely designed as well, which give the level a lot of variety. The sudden changes to things as you got near them give a lot of spice to the presentation, the miniboss is a neat addition, and the cannon cinematic at the end was very flashy. This level has a lot of ideas and puts them to work really well. The core design is pretty good, and contains a moderate enough difficulty to keep things enjoyable. The only thing I don't really like is that the tile placement in the forest sections feels overly jagged and messy. It's highly functional, but a little odd visually, although that's a minor gripe. It looks better inside the ghost house where it's very tunnel-like, surrounded by blackness to make the path distinct, and still maintains a fairly detailed and decorated layout.
Quill (7.2/10)
The boo blocks were surprisingly complex and I think they added a lot of charm to the level, though sometimes they could be a pain to work with. The level design overall was pretty good and the boo block gimmick helped to reinforce that at times, so good job! The boo battle with the key was random and I'm not sure if it was entirely needed, but it was there. The explosion at the end where Mario was sent flying was adorable.
Valtteri (7.0/10)
This is a pretty great ghost house! It has puzzles but not too hard ones. It has this Boo platform gimmick that works surprisingly well. The level also looks pretty good. Except the unclimbable SMB2 vines are still wrong. The key has an incorrect mask. You can see a transcluent square over it.
Re: Community Contest 11 - WE HAVE RESULTS! TOP 20