Community Contest 12 - RESULTS! TIER 6

Official community level contests.

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Lunatic_Quark
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Re: Community Contest 12 - RESULTS! TIER 4

Postby Lunatic_Quark » Fri Mar 04, 2016 7:49 pm

Reign wrote:It's kind of annoying to notice mishaps on your level after the judging has started. And even after already bugging Valtteri with an updated version :p Oh well. Good luck to all contestants that are left.
even worse (or maybe just equally bad idk) is when you know about them beforehand, but don't figure out how to fix them until after the deadline

JupiHornet
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Re: Community Contest 12 - RESULTS! TIER 4

Postby JupiHornet » Fri Mar 04, 2016 8:31 pm

Shinbison-Kof wrote:
What did you mean when you said my level "lacked dynamism?" :V

Hani
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Re: Community Contest 12 - RESULTS! TIER 4

Postby Hani » Fri Mar 04, 2016 8:40 pm

Just by entering my first contest, I'm not even in tier 1 , 2 , 3 or 4. Is this even normal perhaps?

RoundPiplup
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Re: Community Contest 12 - RESULTS! TIER 4

Postby RoundPiplup » Fri Mar 04, 2016 8:49 pm

Catastrophe wrote:Just by entering my first contest, I'm not even in tier 1 , 2 , 3 or 4. Is this even normal perhaps?
It's normal. Usually a first timer who really tried out to interest others gets a score of 6-8.

Yoshi021
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Re: Community Contest 12 - RESULTS! TIER 4

Postby Yoshi021 » Fri Mar 04, 2016 8:51 pm

Turtwig wrote:
Shinbison-Kof wrote:
What did you mean when you said my level "lacked dynamism?" :V
He told me the same thing.

and here is a quick search of that.
Spoiler: show
dy·na·mism
ˈdīnəˌmizəm
noun
noun: dynamism
1.
the quality of being characterized by vigorous activity and progress.
"the dynamism and strength of the economy"
the quality of being dynamic and positive in attitude.
"he was known for his dynamism and strong views"
synonyms: energy, spirit, liveliness, zestfulness, vitality, vigor, forcefulness, power, potency, positivity; More
2.
PHILOSOPHYhistorical
the theory that phenomena of matter or mind are due to the action of forces rather than to motion or matter.

Valtteri
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Re: Community Contest 12 - RESULTS! TIER 4

Postby Valtteri » Fri Mar 04, 2016 9:03 pm

Yoshi021 wrote:
Turtwig wrote:
Shinbison-Kof wrote:
What did you mean when you said my level "lacked dynamism?" :V
He told me the same thing.

and here is a quick search of that.
Spoiler: show
dy·na·mism
ˈdīnəˌmizəm
noun
noun: dynamism
1.
the quality of being characterized by vigorous activity and progress.
"the dynamism and strength of the economy"
the quality of being dynamic and positive in attitude.
"he was known for his dynamism and strong views"
synonyms: energy, spirit, liveliness, zestfulness, vitality, vigor, forcefulness, power, potency, positivity; More
2.
PHILOSOPHYhistorical
the theory that phenomena of matter or mind are due to the action of forces rather than to motion or matter.
I think he just means that the level isn't interesting.

Mivixion
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Re: Community Contest 12 - RESULTS! TIER 4

Postby Mivixion » Fri Mar 04, 2016 11:04 pm

I love the reviews on my level. I wasn't really trying to make a good level per se but just messing around with stuff in the editor. It turned out really hard and enigmatic, so I'm going to upload it under a more fitting name lol

MECHDRAGON777
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Re: Community Contest 12 - RESULTS! TIER 4

Postby MECHDRAGON777 » Sat Mar 05, 2016 6:51 am

It is 05:50 here and eagerly waiting tier 5 out of fear.

Lukas Old Account
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Re: Community Contest 12 - RESULTS! TIER 4

Postby Lukas Old Account » Sat Mar 05, 2016 7:06 am

Hm, these placements are interesting so far, still, best of luck for everyone!

Valtteri
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Re: Community Contest 12 - RESULTS! TIER 5

Postby Valtteri » Sat Mar 05, 2016 7:30 am

Tier 5
Spoiler: show
42. The0x539 - Nimbus Castle (5.9/10)
  • Chad (6.0/10)
    • A reasonably short and pretty interesting level. The section transitions are cool, and I love the design of the sky castle and the tricky platforming it has you do. Enemies are effectively placed and make it rather fun, and the vertical section's just as good. The Lakitu boss is really creative, and not too long or difficult. The midpoint's right before it, so deaths aren't a huge punishment. However, the lightning bolt attack can be weirdly unpredictable when Lakitu uses it from a really low position, especially when it sometimes stops shooting them at all but the cloud platforms flash with electricity anyway for seemingly no reason. This can result in unanticipated hits and deaths, but the boss isn't so hard that it can't be beaten within a few tries. But overall, I had fun. It's a well-built small adventure, and the boss functions pretty well besides its little electricity quirk.
    ElTipsta (6.0/10)
    • You have the makings of a great evel - nice usage of LunaDLL for the shooting and the boss, fitting graphics and music (mostly, the SMB2 vines are out of place) and well done design. The only issue is that there isn't enough of it. Literally, the Koopa Coins closeness to each other speaks volumes about the level's length. Shame.
    Quill (7.0/10)
    • Kinda wish the level was a bit lengthier. The level had such a cool opening and the boss was literally a minute away. The boss is super cool though. I'm a big fan of the attacks, I just wish the actual level had more meat to it, y'know?
    Shinbison-Kof (4.5/10)
    • That's a powerful springboard ( I like the luna in this level!). The level is short and simple. The level design is good. I like the way you used the smw castle bricks. The level design reminds me of the old 8 bit style with the short sections and the music. The npc placement is good, too, but the boss is hard, especially when the Lakitus throw spinys. It's hard hitting the Lakitus when he occasionally flies into the ground.
    Valtteri (6.0/10)
    • This level is very nice. The design is fluid and interesting. It's just relatively short. I like the way it looks very much. You did a good job varying the brick structure. The blue Note Blocks were a neat touch.
41. Sux - Desert of Angels (6.06/10)
  • Chad (3.5/10)
    • I'm sorry, but I really didn't enjoy this one. The visuals are so intense and blend in together so well that it's extremely difficult just to figure out how the level wants me to perform. This issue is coupled with design so randomly complex and inconsistent that even the simplest of obstacles becomes extremely difficult to maneuver past, and there are a lot of projectile enemies in addition to all that. This is an extremely long level and these problems are present for almost the entirety. Even if you remove the graphical and layout issues, you'd still have a pretty challenging level, but at least that way it'd be challenging in a way that would actually be fun. It's really a shame because this level puts so much effort into constructing a big Heaven/Hell story, and it could have had the potential to be really cool and interesting if you scaled everything way back and didn't do way more than necessary. The Hell section was all right, because it wasn't overly complicated or time-consuming and I could see what was going on around me. The rest of the level should have been like that.
    ElTipsta (5.0/10)
    • Well, out of what I was able to play I quite enjoyed. This level is very atmoshperic, if a bit lengthy. It's a cemetery set to Castlevania music and SMB2 graphics (mostly). A very nice blend. Section 2 was interesting, though we could have done without the switch blocks and instead replaced it with something else (no doubt Quill has scored this level badly). Then we get to the section with the white warp...And it dsoen't work. I jump into the angels as requested and then nothing happens. Erm, what? It's such a shame as the level had a lot going for it and I don't want to cheat and mess it up, so I'm not going to score this.
    Quill (6.8/10)
    • Oh boy, talk about an overload of custom graphics here. Kinda a bit too much if you ask me, there were segments where I got confused over what was foreground and what wasn't. The level design was fairly good with some decent variety. I found myself losing a bit of interest over the course of the level though. Also gotta have that religion in my marios
    Shinbison-Kof (9.0/10)
    • Jesus Christ, what happened in this level? I like the contrast, sky and hell. This level has a nice and creative story. The level design is good. The gimmicks are incredible. Everything is very creative, it's really fun! I think the second section is confusing, especially because the player doesn't know where the correct path is, and the switches are confusing, too. In the first section it isn't a good idea to put 3 red coins for the player collect, especially because the first seems secret. The gimmicks are great and creative. I love the participation of the angels in the level and the possibility to fly. That was clever. The temple falls are nice, but I think the last temple needs to give the player more time to escape, because it's a bit fast. The hell and sky concept is fun, especially because the player needs to choose a path. Inside the temple some parts are cramped. I suggest you fix this. The graphics are strange. I think the castlevania graphics are very different from the Smb2 graphics, but I got used to it after a while. I think it would be better if you chose other graphics for the temple. The npc placement is good. There's lots variety and this is very good for the gameplay, but the ghost birds are annoying, especially because it's impossible to kill them and also it isn't necessary put cobrats in all vases. The power-ups are very similar to vegetables, sometimes the player might miss them because of this similarity. Overall it's a creative level. Good job!
    Valtteri (6.0/10)
    • This level is a high concentration of many, many tilesets and it's making it hard to focus. Some of the custom sprites need work. The halo among other things such as the Jesus uses clashing 1x1 pixels. The Grim Reaper shakes. The angel powerup was pretty cool. Overall it's a decent level.
40. RoundPiplup - Poisonous Castle (6.12/10)
  • Chad (7.5/10)
    • I really dig the construction of this level. It's definitely one that caters well to those who like super duper hard levels, but it's mercifully short about it. A bit much for me, but I can still see plenty of merit in the particular way this level demands a lot of you and how you're expected to perform. A lot of care is clearly put into the placement of every enemy and obstacle, and it offers a decent amount of powerup assistance if you can persevere. However, the amount of safe space is minimal, especially in terms of sometimes-omnipresent lava and moving fences. These wouldn't be problems inherently because the safe spots are communicated well, but SMBX is very absolute about its hitboxes. I don't feel that the fences' natural weirdness is accomodated very well either, and enemies are also rather numerous for the amount of space provided. It's still very possible for determined, patient, and precise players despite the difficulty, and I feel that the designer understands that a huge amount of very hard all at once isn't fun, so the level length and pace work well.
    ElTipsta (7.0/10)
    • I really liked what you tried to do with this level. The graphics and music are perfect and the length is good, however this level is a bit too difficult, namely the NPC placements - for example, the Firebar on the lava ride in Section 3 makes that area too hard and it should, in all honesty, be taken out as the player has to be very careful and quick with how they move. There is no room for error. Likewise, the Bob-omb that appears at the end. There are simply too many enemies for this little shaft. This is a recurring theme for the whole level, where it's too densely packed with too many NPCs. I'm all for chalenging levels but this is unfair. At least it's beatable, I heresy.
    Quill (7.1/10)
    • This was a pretty neat concept for a level and I enjoyed it a lot. Its main flaw is enemy placement, as a lot of them are placed unfairly and almost mindlessly at times. It's a shame, since the level has some neat design features that I really enjoyed. Polish it up and you'll have yourself a pretty cool level.
    Shinbison-Kof (4.0/10)
    • This level has an interesting atmosphere. It's a purple chaotic castle. The graphics were very well selected and I like the mix of the tilesets, nothing to complain about here. About gameplay, this level disappointed me with the unnecessary npc spam especially in the tight parts. This causes stress. I like the moving layers, but you put them in the wrong part. They don't mix well with the lava and npc spam and it's very difficult platforming in these parts. (PS: I love this music)
    Valtteri (5.0/10)
    • Behind the numerous purple recolors this is a decent castle level.
39. MosaicMario - Reptile Starlight (6.16/10)
  • Chad (5.5/10)
    • A pretty pleasant level. I like the night-time grassy/mountain landscape, and the thematic consistency between enemy variations is a nice touch. The construction is solid and enjoyably explorative, and searching for different items is made simpler by giving the level overall a tame difficulty. The cave sections are more direct, but are built with an entertaining complexity. The blue bricks for dealing with faster enemies are thoughtful provisions, but having several quick enemies in the same general space can result in really awkward interactions at times. I also found the level to run on longer than necessary. If the level ended after you talked to the Cobrat that activated the green switch platforms and adjust the midpoint accordingly, that would have been a reasonable length. Alternatively, the level could have started and ended with the switch/key hunt and that would have worked too, but it didn't need both. It wasn't intolerable to experience both, and I still had fun, but it did drag on somewhat. The boss definitely wasn't needed though, as I found it to be excessively difficult and poorly devised. The arrangement of sizables looks nice, but the pipes and generators down below combined with a faster SMB1 Bowser AI basically mean you're going to be spending nearly all of your time on the upper levels. But even then, you're not really safe from the fireballs twice the size of his body because of the low ceiling and one-way nature of sizables. Some gaps between them as well as a proper weapon to attack with would have been considerably improvements, because the only powerups you get are two non-replenishable Fire Flowers and whatever you kept from before. It's even worse if you die, because then you only get one Flower and taking a single hit ruins your attempt. Overall, good level, but overstays its welcome a bit, and the boss needs serious work.
    ElTipsta (6.5/10)
    • This level drags out a bit to be honest. The music is good (though the underground OST is generic), and the graphics fit perfectly, however the level is artificially lengthened by the key/switch hunt, which is a bit needless to be honest. The Rex challenge alone would have been fine. The boss is a bit hard, it's hard to make the jumps to the blue brick without jumping on the higher platforms or taking damage from another enemy.
    Quill (5.8/10)
    • This started off decently, with some interesting examples of level design. The first half was pretty basic, but kept me entertained. I especially liked revisiting the guy who was sleeping to activate the green switch. I thought that was super neat. The cave sections were a little cramped though. I disliked the second half in comparison. Finding two keys and then having to go on a fetch quest to activate the red switch was a bit of a chore and killed the level's mood a bit for me. The boss wasn't too great either as it was especially annoying to deal with the boss with the sizables in the way. Overall, this level has some great potential, it just needs some notable flaws addressed.
    Shinbison-Kof (6.0/10)
    • I like this level. The level design is good. The exploratory things are good and so are the mini quests and transition of grass and cave. The graphics are good. I like the blue blocks in the level because they're so helpful in killing the npcs. The npc placement is good and there's good variety in the npcs. About the section after the checkpoint, you should add the key or switch for the player so they don't have to go back and forth 3 times, because that's exhaustive. Maybe you could add some warps back here. The cave section is cramped which is not good. In the boss battle it's very hard catching the item while dodging stuff. Overall a good level except for the boss.
    Valtteri (7.0/10)
    • This is a good nighttime level. I'm maybe a little overwhelmed by the variety of BGOs in the overworld section. But the level varies very well in platforming hazards and enemy placement.
38. Rawr - Woody Passage (6.28/10)
  • Chad (5.0/10)
    • A pretty polished forest level. It's designed rather well and presents itself nicely, but it's also one of those where you're mainly just doing normal exploring and enemy evasion. The switch rooms add a little bit of variety in the form of swimming and lava sections, but you still have to completely retrace your route once you've hit them. Not a bad level, but it is more on the ordinary side and could be shorter.
    ElTipsta (7.0/10)
    • This level relies a lot on switch blocks and simple events in it's gameplay. Plus you have to do a lot of backtracking, and both of these artificially extedn to reply value of this good-looking level. It's ashame as the frist half was rather run and was a great prelude to as cliche finish. You've shown that you're a capable designer, less reliance o switch-based gimmicks and you'd be on to a really good level. ^^
    Quill (6.2/10)
    • This was a decent level up until the random switch block hunt, which was totally unneeded and was just an excuse to prolong the level, especially since it involved lots of backtracking. The end was pretty rushed too, as there wasn't a final segment before the star. It was just "hit the 2 switches and you're done" which was uh, kinda lazy, I guess?
    Shinbison-Kof (7.2/10)
    • A forest/cave level. I like how detailed this is. The atmosphere is good and the decoration is great. I like the graphics. The level design is good, in the first half. The cave section has some problems: Some parts are cramped and it's hard to dodge npcs. In the lava section, when the player needs to catch the bomb, he will lose the propeller block and needs to go back to the beginning if he wants it back. The water section is a bit long. It isn't a good idea to have to go back and forth for the blue switch. This is a good example of bad use of switches. In the same section there are some high walls that are hard to jump on. The npc placement is good, except in the cramped parts. Overall it's a good level.
    Valtteri (6.0/10)
    • This is a decent level. The design is consistent throughout the level. The enemy placement is good. I just found it a little boring. You end up roaming the same areas over and over looking for whatever you've activated in other areas.
37. von Boltz - Prevent the Inevitable (6.28/10)
  • Chad (7.0/10)
    • I enjoyed this level. The story is amusing and, even for a parody, serves well as its own self-contained adventure. It takes you through a series of logically-connected themes that each have their own unique design mentality provided to them, which work nicely for each of their purposes. The outer wall is visually convincing and simple (albeit with some minor blending in), the sewer has simple design but looks and acts really nice (but deserved expansion), the dungeon is a moderately difficult enemy run, and I especially liked the propeller block ascension because it's not done that way very often. Each area has really good enemy placements that required a fun level of caution, and a great amount of space for dealing with them. It hadn't even occurred to me that the level uses 20 sections until I was done with it, because each one is pleasantly small and makes the level feel a lot shorter than that. However, there are a few things towards the end that could have either been done better or weren't needed at all. For instance, the boss's "trap" goes on a bit too long, and despite being clever at first, the novelty sort of wears off halfway through and would need to be sat through again if you died after it. The latter could have been prevented either by using a mandatory SMW star (since the level only has an exit one) that permanently swaps out the warps so you can skip that room in the future, or an extra checkpoint with Lua. I also found the falling tiles following the actual boss to be impossible to anticipate, and a few moving layer applications are slightly sloppy. The cinematic lava dragon thing was pretty cool, though. Overall, nice adventure and story. A few odd design choices here and there, but nothing too serious and the level still offers plenty of fun and variety.
    ElTipsta (8.0/10)
    • Heh, pretty nice level you have here. This is a fortress with a custom boss with very atmospheric grpaihcs and music. Deign was well done, no real faults to say apart from the asection with the propeller block was too hard. Also, the water cuts off in the rising section which made me laugh. So did the jokes in this level, really helped with lightening the tone. I quite liked this level.
    Quill (7.0/10)
    • This was a weird little level. It was super meta, then the meta got really weird and annoying. But hey, the level's pretty decent. There's some nice variety in the sections, the atmosphere is pretty interesting too. The boss was pretty meh, just your generic SMB3 boss, without anything there to spice things up. The escape part was kinda pointless since it was just a straight run without anything else really happening.
    Shinbison-Kof (5.4/10)
    • I like this level. It reminds me of old rpg games. The level has cool lore, and it adds to the atmosphere! The details are very good. The castle looks great. The level design is simple, but there are some neat things, like the water in the sewers and the escape sequence. I don't like the npc placement. There are so many npcs in one place. This is unnecessary and causes unfair deaths. The propeller section is very stressful when you need dodge fire and at the same time jump on the skull platforms. This is hard and stressful. Why does the checkpoint not work? The boss is a generic smb3 bowser battle. There are Big Boos in some very cramped areas. I suggest you remove them. Overall this level has a nice concept, but it can be really stressful.
    Valtteri (4.0/10)
    • This is a castle type of level with lots of flat ground and so many empty rooms that you have to run through it feels too much like a waste of time. The text goes over the border of the dialog box at one point. Why didn't you fix that? The part where you had to wait like 30 seconds for the ceiling to just fall down and then suddenly a Toad appeared and you could just exit the room was totally unnecessary. There was no challenge. Just waiting. The level had lots of other similar parts where you had to wait. Don't do that. I get it's supposed to set a "haunting" atmosphere but at such high amounts it just came out very boring and frustrating.
36. PROX - Kamek's Castle (6.34/10)
  • Chad (3.5/10)
    • There's clearly a lot going on in this level in terms of events and clever enemy variations, but this is barely playable due to the intense visuals. Everything has the same amount of detail regardless of significance, making the entire level blend together. It uses several tilesets and puts multiple decorations in almost every open space, making an explosion of random colors so heavy that it's actually difficult to navigate through the level and identify what you can interact with. It looks like careful attention was paid to creating an interesting level structure and unique atmosphere, but it's harder to appreciate like this, especially when the enemy placements and obstacles are already pretty difficult on their own. I also had little sense of which path was correct, like I was just entering random doors until I eventually wound up at the exit, so I can't say I found a lot of enjoyment in this. The Kamek variants were kinda neat, but were tough on their own and would work much better in a level that's easier to look at and less difficult to play.
    ElTipsta (8.0/10)
    • I really like this level! It's very clear that a lot of effort was put into making the graphics and events in this level and it works all the better for it. For example, there are multiple kinds of Magikoopa that do different things, from summon thunder to shoot projectiles. When you know the editor well, you can owkr out what each replaces (ie there's an Iggy koopa replacement) but it's really well made and I commend you for it. Shame about the lack of the boss though, though I will say that the checkpoint should have been moved much later in the level because it appears far too early. Minor quibble, but they this level rocks! ;)
    Quill (6.7/10)
    • Damn, those mixture of tilesets and all that background was just so confusing. There's blocks that look like they should be background and background that look like they should be blocks. This is this level's main flaw, it's just so hard to tell where things are. As for the level, it was pretty good, albeit it was pretty similar to a past CC level, but I'll let that slide. The different magikoopas kept things pretty fresh but the design could have used more variation.
    Shinbison-Kof (8.5/10)
    • A mystic castle. The graphics add to the atmosphere. The level design is good. There are lots of fun things and variety but some parts are cramped. The graphics are good, but confusing sometimes because I don't know where I can jump; the tileset and backgrounds are much alike. I saw some cut-off too. The special npcs are a very nice addition. I like how each kamek has a special power. The star coin sections have interesting concepts and challenges, but some of them are long. I didn't see a check-point in this level and the level is pretty long. The gimmicks are very well done, like the moving layers, the lightnings and other things. The timing of the lightning is well calculated. The end of the level seems random though. Overall it's a strange but very nice level.
    Valtteri (5.0/10)
    • This level is such a visual mess that it's almost impossible to tell interactable objects from scenery! I got lost too. I have to appreciate the accuracy of the name though. Kamek is all over the place. I actually liked the blocks turning into enemies. That's a nice homage to Magikoopa from the original SMW.
35. Pivot40Channel - Mystery Desert (6.36/10)
  • Chad (7.5/10)
    • Pretty good level. The desert's pretty normal in overall scope, but the layout feels polished and nicely constructed to make each enemy and jump feel purposeful, while occasionally including sharp blocks and enemies to keep you on your toes a bit. In this first half of the level, the only thing I'd really complain about would be the quicksand traps. They're unnecessary and don't add anything to the level, but otherwise the desert's pretty fun. The castle section impressed me more though, because while it has the same good design as before, it picks up the difficulty in a fair fashion by making clever use of spacing and Thwomps to require entertainingly cautious movements, making the whole area feel really planned out and by extension a lot of fun. It's possible to hit an unexpected invisible block while attempting to spin-jump on the last Thwomp, but other than that, the castle section's pretty well built. The idea behind the bosses is interesting, where they each hide in their own little enclosed area until a wall reveals them, but Mouser's bombs ricochet off the ceiling and return to him. Other than that, the bosses aren't too unique, but the use of limited space is sort of neat and they're not too difficult or long. Overall, pretty well-made level. It's got a few odd quirks, but nothing too serious.
    ElTipsta (7.0/10)
    • Good job here! This level feels like two levels in one, one desert level and one fortress. For that reason, I feel that you could have pskit tihs into two levels and still do a good job. Unfortnuately the side effect of that is that both 'levels' drag on a bit for me. The Mouser fight was also flwed as due to his narrow space, the bombs often bunced off the wall onto Mouser, doing dmaage to himself. It's entirely possible to win that phase of the battle without picking up a bomb. Also what is up with that coin trap? There is no need for that especially as that traps the player, forcing them to die. Graphics and music fit fine.
    Quill (6.3/10)
    • This was pretty cool. It was a simple desert level, but it had some nice bits. Wasn't as big as a fan of the fortress section, especially the bosses which seem to be designed to be even more worthless than before, especially Mouser who pretty much kills himself. Overall though, decent job.
    Shinbison-Kof (6.0/10)
    • Nice desert level! The tileset mix is very good. I like the temple which is kind of a mishmash of desert and castle levels. The level design is simple, not because it isn't linear but because it has nothing special. The level is very well detailed and beautiful. The npc placement is ok but there's a bit of piranha plant and thwomp spam. It's not necessary to put a piranha plant in every pipe. Sometimes the first section seems repetitive. I recommend you apply speed=0 to the mushroom because if it falls in the lava, it may cause a run time error in the vanilla SMBX. The boss fight is just a cliche wart and birdo battle. Overall it's a good desert level.
    Valtteri (5.0/10)
    • The invisible block trap was unfair and the warnings do not justify it. One does not simply have invisible block traps in a level. The Mouser isn't very well placed in the boss battle as the bombs will just ricochet back onto him and he'll get blown up on his own. Overall it was an okay NSMB-spirited desert level, although it dragged on a little too long.
34. Tinkerbell - SMW Masterrace Lova Catsle (6.42/10)
  • Chad (5.5/10)
    • A pretty standard SMW castle with a classic and reminiscent design style. It uses a pretty good variation of moving platforms, falling platforms, and a bunch of different castle enemies. Difficulty picks up a bit at points where the larger Hotheads are involved, but other than that, it's a fine level. Fairly ordinary, but as far as that goes, well-built. I like the attention to detail as well. The Ludwig boss is a generic fight, but while it doesn't really add anything to the level, it doesn't really hurt anything either and is a good way to end off a level like this.
    ElTipsta (6.0/10)
    • A pretty nice and villa SMW lava castle with some pretty neat original edits on the vanilla graphics. The music was fine. The only real issues I have are that having Yoshis in the level makes it too easy and the boss room is too big and the boss itself is too short. Pretty nice job otherwise though.
    Quill (7.1/10)
    • This was a nice little castle level. I liked the faithfulness to traditional Mario World castles. There were a few issues I had with the level that were mostly with the platforms. Some of them should have been set to move only when the player lands on them and I didn't really like how they would be submerged in lava for a bit at times. Overall though, this was a pretty good level.
    Shinbison-Kof (6.5/10)
    • A classic smw level. I really like how you used the grinders and others obstacles. The level design is nice and classic. I like your ideas for the obstacles, but sometimes I felt that it was cramped and some of the jumps were hard. The level has a good length and the platforms were a good addition. The intro is cool. It's like the smw castle intro. The boss is a cliche ludwig fight, like the last message said. Overall it's a good smw castle level.
    Valtteri (7.0/10)
    • This is a really nice classic SMW castle level. The design is consistent and the challenge is well handled. It's very loyal to SMW, even with the custom BGOs.
33. Nightmayor - Super Bonus Round (6.5/10)
  • Chad (9.0/10)
    • This is an incredible level! It's impressively convoluted, but also easy to learn how to navigate. Enemies are unusually good at being really in your way in just the right placements, but also not too difficult to get past (the flying and projectile enemies especially excel at this). After introducing the player to the level smoothly with basic but cleverly-arranged pits and pipes, it offers a ton of variety. Different rooms are dedicated to Munchers, lava and donut block climbing, a very well put together P-switch run, and finishes it off with a switch block puzzle that can actually be called a switch block "puzzle". It's not just "oh here's a wall find the button that opens it", but each one directly influences the path and you have to explore how it changed and piece it together. The warp to the secret star is cunningly placed and logical to figure out, and the Purple Coin challenge within is pretty fun. It's an underused gimmick and the hunt was pretty well organized. I feel like the room didn't need to be symmetrical because that way you basically have two repeating halves, but that's a minor gripe. The level's also on the long side somewhat and could have possibly ended where the midpoint is, but the core construction and pace of the level are so smoothly done to the point that the extra length didn't feel too bothersome. Great work on this, this is really well made.
    ElTipsta (6.0/10)
    • This is a flawed, but good attempt at making a bonus style level with enemies and challenges. Graphics are almost exclusively vanilla and it works all the better for it. Muisc is fine, however there are issues with the graphics and that while they themselves are fine, the SMB3 Palm tree/bush BGOs are out of place. So are the firebar and lava graphics. The Birdos were unnessecary minibosses that just killed time and served no real purpose for me personally. Usage of switch blocks is a bit uninspiring, tohugh what you did with the puzzle was pretty good considering it's limitations. Good effort :)
    Quill (5.8/10)
    • This was an alright level. The aesthetics were neat and the rooms you had to venture through to progress through had some variety and were fairly fun. A last section was a little odd and I found it a bit tedious to find all the switch blocks, but it didn't take too long.
    Shinbison-Kof (5.7/10)
    • Well, this is a simple level. I like how this level has so many different obstacles, like puzzles, p-switches and green shoes. The level design is ok. There's a lot of variety but some parts are cramped, especially in the lava section. The key was a good addition, but the switches are unnecessary in this level. The graphics are good. I like the colorful pipes and the decorations, but perhaps the palm tree isn't a good choice of decoration in this theme. The npc placement is ok. I like the variety in the npcs in this level, but sometimes the hammer brothers are annoying, especially when there are 2 or 3 in the same place. The fire bars are a problem especially in the cramped areas. The checkpoint placement isn't good. It's uneven. I think this level is a bit long. Overall it's a decent level.
    Valtteri (6.0/10)
    • Please don't place background that looks like floor (literally the same tiles, just darkened a little) above chasms. It will kill people. This is kind of like the SMB3 bonus areas made into a level. It's pretty good actually. The P-Switch graphic is broken. You forgot the mask and the effect in its entirety. The level is pretty decent. You have to look for keys to spice things up a bit.

Quill
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Re: Community Contest 12 - RESULTS! TIER 5

Postby Quill » Sat Mar 05, 2016 7:36 am

#MECHDRAGON777ForCC12Winner

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Re: Community Contest 12 - RESULTS! TIER 5

Postby Zipper » Sat Mar 05, 2016 7:40 am

....oh

well okay

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Re: Community Contest 12 - RESULTS! TIER 5

Postby Shinbison-Kof » Sat Mar 05, 2016 7:42 am

OMG, I don't know why the judges gave a very low score for the pretty good levels, this is strange and totally biased. (like desert of angels and kamek castle, and especially chad). This isn't a criticism, is only my opinion!
Last edited by Shinbison-Kof on Sat Mar 05, 2016 7:46 am, edited 1 time in total.

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Re: Community Contest 12 - RESULTS! TIER 5

Postby ShadowStarX » Sat Mar 05, 2016 7:45 am

Contestants left: (I'm surprised that Prox and Sux are out already)
Spoiler: show
Valtteri
Chad
Shinbison-Kof
Marina
MECHDRAGON777
Enjl
h2643
Natsu
snoruntpyro
RudeGuy07
Willhart
Harvey36Dice
bulletbill43
FrozenQuills
HenryRichard
Cedrik
FireLink
ShadowStarX
withcking666
as303298
Darkonius Mavakar
The Thwomp King
Bomber57
Nat The Porcupine
Zipper
SuperMario7
andregemeo23
Catastrophe
Reign
ap3jmpt
LunaticQuark
zlakergirl357

Quill
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Re: Community Contest 12 - RESULTS! TIER 5

Postby Quill » Sat Mar 05, 2016 7:47 am

Shinbison-Kof wrote:OMG, I don't know why the judges gave a very low score for the pretty good levels, this is strange and totally biased. (like desert of angels and kamek castle, and especially chad)
Out of the five judges, the most likely to be biased would be you, actually. High scores compared to everyone else's moderate or low scores is a little fishy, but I don't really want to point fingers so I'm going to assume it's just a healthy coincidence.

Shinbison-Kof
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Re: Community Contest 12 - RESULTS! TIER 5

Postby Shinbison-Kof » Sat Mar 05, 2016 7:50 am

Quill wrote:
Shinbison-Kof wrote:OMG, I don't know why the judges gave a very low score for the pretty good levels, this is strange and totally biased. (like desert of angels and kamek castle, and especially chad)
Out of the five judges, the most likely to be biased would be you, actually. High scores compared to everyone else's moderate or low scores is a little fishy, but I don't really want to point fingers so I'm going to assume it's just a healthy coincidence.
Maybe my opinion about the levels is very different. Give some different score in a few levels ( or because the level is pretty good or bad), look in the reviews, this happens with all judges!
Last edited by Shinbison-Kof on Sat Mar 05, 2016 7:57 am, edited 1 time in total.

Ness-Wednesday
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Re: Community Contest 12 - RESULTS! TIER 5

Postby Ness-Wednesday » Sat Mar 05, 2016 7:51 am

I feel really bad for Sux, it would probably be his hird worst level he's made out of all his entries. :(
I knew MoasicMario, NightMayor and Von Boltz would end up in this tier, but I'm shocked that MECHDRAGON777 and The Thowmp King isn't in any of the tiers.
I think he'll end up in Tier 6 though.
Also, Tinkerbell actually got a great score, wow.

[quote=Shinbison-Kof]OMG, I don't know why the judges gave a very low score for the pretty good levels, this is strange and totally biased. (like desert of angels and kamek castle, and especially chad). This isn't a criticism, is only my opinion![/quote]
So this is what Bias has been?
Me guessing that it can also be because of the difficulty, and graphics being too heavy on the level itself.
But gee... looking at the scores, they're also Biased and the fact that the score got up so high to three fours in the end of Tier 2, two 5 in Tier 3 and nine 6 in Tier 5.

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Re: Community Contest 12 - RESULTS! TIER 5

Postby MECHDRAGON777 » Sat Mar 05, 2016 7:51 am

How am I in the top 32 an I broke allyhree of my personal records today. Also, thank hou quill, did you like it that much? By the way, I thought Prox would get top 10...

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Re: Community Contest 12 - RESULTS! TIER 5

Postby PixelPest » Sat Mar 05, 2016 7:53 am

MECHDRAGON777 wrote:By the way, I thought Prox would get top 10...
After playing PROX's level, I didn't like it as much either. I have to agree with the judges there.

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Re: Community Contest 12 - RESULTS! TIER 5

Postby MECHDRAGON777 » Sat Mar 05, 2016 7:56 am

The one time I claim my level is bad and will place low is the one tine I score averge or higher, can someone explain? I still am clueless since we all know my leel i not that great.


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