Community Contest 12 - TOP 3!

Official community level contests.

Moderator: Userbase Moderators

JupiHornet
Boom Boom
Boom Boom
Posts: 2399
Joined: Tue Sep 02, 2014 5:43 pm
Contact:

Re: Community Contest 12 - RESULTS! TIER 7

Postby JupiHornet » Tue Mar 08, 2016 9:32 am

Marina wrote: wait til you see the whole video

hot

The Thwomp King
Boss Bass
Boss Bass
Posts: 1272
Joined: Tue Feb 17, 2015 12:09 pm

Re: Community Contest 12 - RESULTS! TIER 7

Postby The Thwomp King » Tue Mar 08, 2016 9:51 am

I use IZArc for zip files. It's free and does its job well. I mean you can use winrar, but IZArc is another good option if you wanna try that.

*Not advertising, I just noticed this and I know I don't have winrar XD hahahaha*

Valtteri
Birdo
Birdo
Posts: 2150
Joined: Sun Dec 01, 2013 1:16 pm

Re: Community Contest 12 - RESULTS! TIER 8

Postby Valtteri » Tue Mar 08, 2016 10:36 am

Tier 8
Spoiler: show
13. bulletbill43 - Cloudspheres Kingdom (7.52/10)
  • Chad (8.0/10)
    • This is a really well-made sky/cliff level. The design and detail are excellent with great obstacle placements, and the day/afternoon/storm sections add a nice variety to the experience. I like that the day sections are more mountainous, afternoon is much more purely sky themed with a lot of pipes and places to fall, and the lightning bolts of the storm areas are great timed hazards, so each setting has its own design approach and all of them work great. The wrapping section is a nice inclusion as well. The only minor issue I have with this one is that the Dragon Coins (and those worth 5 or 20) aren't really worthwhile rewards for how elaborate and well-placed the secrets are. Any one of the bonus sections would be more fitting for a secret star or a few powerups, so I'm not just taking a detour that feels important but isn't. Otherwise, great level! Aside from the weather-related differences, most of the gameplay is pretty standard, but the construction and enemy placements are great the whole way through.
    ElTipsta (8.0/10)
    • This resembles Darkonious's levels and it's pravelent by the NPC choices and design. Either way, this level is very simplistic, with a sky mountain theme with alternating settings from day to night. The graphics fit, even though the mountain tileset is overused. No complaints about NPC placmeent, though minor gripe is that the level wrap section was too tall and that I felt it was a little too easy (in the storm section at least, considering you have to play two thirds of the level to get to it). Still, excellent job :)
    Quill (6.6/10)
    • Those transistions between the sections were super adorable. Overall, this was a pretty alright level. Nothing too bad about it, aside from a lenghty section that's dedicated to a single Dragon Coin. The different segments helped to keep things pretty fresh and I found it pretty fun. Polish it up and this will be a cool little level.
    Shinbison-Kof (8.0/10)
    • It's a nice level. In the first section you enter normal day, and finally after a sunset sky section, a thunder storm section. I like the things that appear on surprise. The level design is good. The tileset mix is very good and the decoration is beautiful. The atmosphere gimmick is nice. I didn't find many issues but I think you can add more involvement of the climate gimmick in the level design, because it is only a "scenery gimmick", except the thunder. In the last section it added new things in the gameplay, like the lightnings. The Npcs and coins were very well placed.
    Valtteri (7.0/10)
    • The signs saying "Afternoon Section", "Storm Section" etc felt pointless. It was kind of like how children draw a cow or something on a paper and then an arrow pointing to it and write "COW" next to it. It was a good, polished level that kept a consistent feel through the various "sections".
12. RudeGuy07 - SMW Masterrace uh swers (7.7/10)
  • Chad (6.5/10)
    • This level's kinda fun, but kinda aggravating too. It incorporates solid design, clever platforming over lava, and tricky shell mechanics. The layout and enemies are cunningly devised and work excellently with their surroundings, including the moving lava tunnel. The timing of everything there is especially well-planned and would be a lot more difficult to set up properly, but you pulled it off. The main problem with this level would be shells, though. Using them to hit specific switch placements is a nice idea, but sort of falls flat when it treats the top of a custom slope like a wall, meaning the only way to hit it is to do a midair upward angular throw and have it bounce back and hit you. The lava tunnel includes these too, which makes something otherwise challenging but fair on its own into something wildly unpredictable at times. I also feel that the level could have just ended before Section 3, as that was suitably tough and long enough with the parts after just being more of the same (except with wide intervals and waiting). The checkpoint's in a good spot though, otherwise the lava tunnel would be tough to redo.
    ElTipsta (7.5/10)
    • #section2ishilarioussomewhat Now, this is an interesting level that progressively gets harder the further in you go in the first section, which is a little inconsistent in all honesty. The checkpoint was placed too soon. The third section has a really interesting lava timigs, which I really enjoyed playing through. Graphics and music are fine and the length is good. Checkpoint and difficulty if first lava section aside, this is pretty good. And no, I don't think that guy made this level. I think it's you Marina.
    Quill (6.9/10)
    • The precise switch block hits with the shell at the start being kinda weird. I didn't really like that aspect all too much. I really did like the general gimmick of lava rising and lowering present later in the level though. It forced the player to time their movements and watch their surroundings which I found fun.
    Shinbison-Kof (7.6/10)
    • "Make Marina a contest judge!! #2k16". Yeah, I found it! This level has a good atmosphere. I like the cave and factory and how detailed the level is. The level design is good. There are lots of gimmicks, but sometimes it feels cramped. The shell cannons are cool, but in the part where lava chases there are too many of them and it's too hard to dodge them. Also the way you have to hit the switches by aiming and throwing shells at them is pretty hard especially since they're inside the wall. The graphics are good. The npc placement is good but the enemies that appear and disappear are dangerous. Overall it's a nice level.
    Valtteri (10.0/10)
    • The Turn Blocks blocking the Blue Beach Koopas' shells the first time around is clever! The lava beginning to rise upon hitting the ON/OFF switch caught me off guard. Perhaps make the lava begin lower? I also got unfairly hit by the red and yellow shell cannons. The design in this level is fantastic. The lava rise and fall segments with the gradually lowering platforms made it really interesting. The style was near professional and it kept consistent throughout the level.
11. MECHDRAGON777 - Nuclear Facility (7.76/10)
  • Chad (9.0/10)
    • This is an amazing level. The radiation/health system is wonderfully implemented and clearly explained, and it's actually not too difficult to work with. The added focus of keeping an eye on that balances really well with the difficulty of the level itself to create an overall moderately-hard and fair experience, with some generous accomodation for mistakes. You do have to babysit the meter a lot, but not so much that it felt invasive, although the high readings can creep up on you suddenly especially in more tense areas. In general, the construction of the level is beautiful and complex, but also pretty easy to navigate. Enemies are clever and events are brilliant, with an excellent length and pace. It's especially impressive how even entire sections repurpose themselves. However, I find the decoration to be a bit too heavy on the eyes. I think the level would have benefitted a lot visually from not being filled with BGO tilesets, or at least darken them to about the extent as the background. It made it a little hard to see what was going on at points, especially where projectiles are concerned, but it wasn't unbearable. Another thing I found to be needlessly obscuring was the glow just above the radiation-lava, which made it hard to see and trust enemies and sometimes-required platforms. The moon coins were fun to hunt for, especially given their inventory permanence, but the switch pertaining to the second one didn't explain itself well and going down to where the actual coin was felt like a leap of faith where not much appeared to have changed.
    ElTipsta (8.0/10)
    • This is a really impressive, well decorated nuclear facility level that is distinctively Sednaiur. I really liked how you had to return to rpevious areas after the nuclear waste had been lowered therefore making the repetition enjoyable. I liked the idea of the radioactive gimmick and with some refinement it could be excellent, however the bar takes too long to deplete if you wait in the safe zones, plus it is hard to identify where these 'safe zones' are in the level, so it becomes very much trial and error where the waiting points are. It's a shame as this level loses a lot of it's enjoyability. Still, it's good to see that another veteran designer is trying something with LunaLua and it's commendable.
    Quill (5.5/10)
    • Oh, MECHDRAGON777, what are we going to do with you? :P Firstly, this is a BIG improvement over Sanctuary Fortress 2, so props for that. However, there are some pretty major flaws. I think the concept of radiation is super neat, but the way it is executed is... strange. It's weird that you have to be next to a wall for it to refill and it refills super slowly too. Another issue is that even with the arrows guiding the player, it's still pretty easy to get lost. At one point, the arrows just stopped and I ended up going into circles. It wasn't always that clear. The fact that the arrows are present shows that the level is simply too big. Overall though, this is a good improvement. Just keep working on it.
    Shinbison-Kof (8.3/10)
    • Oh no, a radioactive place, I'll get cancer! This level is very creative. The battery meter is very creative and kind of stressful. I like the use of lunalua. You collect batteries to keep the shield up. If the radioactivity meter goes all the way up, the player dies instantly. At first the meter going up was scary because it wasn't clear where you'd be safe from the radiation. The level design is good. I like the secrets and the way you have to deactivate radioactive substance from the path but some parts are annoying and cramped which isn't good especially for this level because you need to avoid the radioactive stuff. The npc/powerup placement is good. The end part is unnecessary. You walk on the platform and touch the radioactive substance and the radiation bar fills so fast. The graphics look great but are very confusing. You don't know where you can jump. There should be some color differences between the solid blocks and the BGOs. Overall it's a creative and challenging level. Good job!
    Valtteri (8.0/10)
    • I like this concept! You navigate through a radioactive facility and use some sort of battery-powered radioactivity shield. It's unique. A notable issue with this level though is that the diffence between BGOs and solid blocks is so slight in appearance (the BGOs are only a tiny bit darker) that you will end up falling in the glowing thing at the bottom many times because you can't tell the floor from the decoration.
10. Marina - Rinkas;Hell (7.85/10)
  • Chad (7.5/10)
    • I really love the ideas used in this level. The atmosphere is incredibly sinister and involves unique obstacles and gimmicks. The vertical wrapping and darkness auras are put to excellent use, and require a fascinating level of thought when it comes to dealing with enemies. The sections are thoughtfully constructed around the unusual challenges in cunning ways that really convey their purpose in optimal fashions. The push-block puzzles are intriguing as well, except for one instance requiring an unindicated invisible block bridge that I found to be rather lame. The looping sections are creative and fun, but can be awkward to maneuver at times due to a very limited ability to avoid obstacles while falling. The platform arrangements are really good, but the creepy Piranha Plant hands and pursuing green Rinkas are rather unforgiving. They aren't too bad at first, but do become more troublesome the longer you deal with them. Aside from the merciless chasing of said Rinkas and the visual ambiguity of the hands though, they're pretty well-placed. The rainbow coins however, while entirely optional, felt like a lousy addition because those just amounted to "do everything again, multiple times." Six of them are in obvious places and are just there to see if you've explored every optional path, but the seventh remaining one was a huge pain. It required a few hours of meticulous searching on my part only to find via editor viewing that you had to take the paths in a specific yet entirely unindicated order to invisibly switch out the warps. Wasn't a big fan of that. No complaints on Omega Rinka, though. It's amazingly executed, introduced really well, provides just the right level of danger and challenge, and places a midpoint just before it. It's a super impressive fight that I don't have any gripes with, and it's legitimately hard and fun. It's a perfect place to end the level.
    ElTipsta (9.25/10)
    • Now this level is cool. It's the polar opposite to Rinkas;Heaven, but it's unique in it's own way and the design is fantastic. The level is very nonlinear, and in the first half splits into three seperate paths, each with theri own well designed gimmicks such as the darkness torch (FINALLY someone refined it) and level wrap in and out of darkness (without instant warps, so yeah). The way the level taught these gimmicks to the player was well done. Graphics and music are perfect. The boss was really awesome though I felt it was a little too random how much damage you did to it with the vegetables, perhaps if it was definite (ie. 25 points per veg) it would have been much better. Also it's easy to miss the vegetables and mushrooms too, which is annoying for suckish players like me. Still, a very impressive level you've got here ^^
    Quill (6.5/10)
    • Oh boy, I had a love/hate relationship with this level. There’s aspects of it I adore, such as the crate section, especially when that combines with the vertical loop. That was super interesting. I liked the alternate paths too, though I personally thought there was a bit of imbalance in terms of difficulty between the different paths. The boss, conceptually, is brilliant. However, I think it suffers from several flaws. The whole battle is too luck based for me. There are cases where it’s very difficult to avoid attacks, especially with the rinkas that home on you several times. The platforms sometimes spawn in awkward positions and whenever the boss shoots out onions for the player to pick up and hit the boss with, they often just fall into the abyss as there aren’t any platforms nearby. It got a little frustrating at times. Some runs I deal a lot of damage to the boss while others I would do none at all to him due to weird RNG. Overall though, the things this level does right really impresses me. It’s a shame I didn’t enjoy the rest of it.
    Shinbison-Kof (9.0/10)
    • There are awesome things in this level. The lore is great. I really like the way it affects the level. The level design is good. I really like of the multiple paths, but it may need something indicating where you're supposed to go as it's possible to get lost. The creepy flashlight section is very creative, but sometimes it's hard to tell true holes from fake ones. The graphics are great; the purple temple with the shadow details is very creative, but I think the smb1 blocks look weird with the rest of the graphics. The rinka npcs are great. I like the variety. The shadow hands are great too, but they get annoying sometimes, especially in the shadowy part. The final part is very creative. The player needs to defeat the rinka while falling endlessly. The falling blocks are great! Overall it's a fantastic level! Great job!
    Valtteri (7.0/10)
    • This level has a lot of cool special effects. The actual level design is also very nice. I like the hands. The corridor where you would be teleported to the top when you fell into the pit was pretty cool although not entirely original. I felt it did not make as much use of the gimmick as it could have.
9. Harvey36Dice - Rinkas;Daredevil Chillycloud (7.86/10)
  • Chad (8.0/10)
    • I really adore the design in this level. The jagged construction makes the level seem like it was all cut from one big glacier, and the use of detail is excellent. The slope-based platforming is intriguingly tricky, exploration is heavy but not excessive, enemies are nicely arranged, and there are a lot creative cinematic events that happen on the fly to make the level change around you. Launching arrows and floating water are implemented cleverly as well, as well as occasional switch that's not too out of the way.' However, I didn't care much for how the difficulty just before the midpoint was handled. The Toothy segment is made excessively difficult by the overabundance of unbreakable blocks, which make it difficult to move and predict not only when exactly some enemies will be freed, but how they will interact with the surrounding solid blocks especially when all this is within range of a fire Piranha. The Springboard/Muncher section is also an unnecessary difficulty increase that doesn't even remain for the rest of the level, it just gives me an unexpected death due to precision failure in a spot where the midpoint is practically within sight. Other than that, great level. Runs on a tiny bit long, but not too much.
    ElTipsta (8.5/10)
    • This is a really atmospheric ice level that has clearly had a lot of work put unto it, judging by the multiple tilesets and BGOs. It helps to make the level really fun to play thanks to it's mostly easy difficulty. There are overworld and underground sections each with their own gimmicks giving each part it's own feel. I wasn't a fan of the usage of switch blocks when removing the green one would hacve been fine as well as changing the other ones to events. It's all about psychology, see? (and not getting heavily marked down by Quill) Nice level otherwise though.
    Quill (7.8/10)
    • I enjoyed the variety in this level. The different parts of the water rising and descending was especially interesting. Most of these cool little gimmicks were kinda underused though. Once you saw them once, that was kinda it. The variety in design overall helped keep this level fresh and it was entertaining.
    Shinbison-Kof (8.0/10)
    • It's so cold...This level has a nice atmosphere with a nice transition from the cave to the exterior. The level design is pretty interesting. There are exploratory elements and I like the secrets. Sometimes the running back and forth for the switches gets exhausting. Some short cuts would be nice. The gimmicks were very well done. I like the way the moving blocks and water appear. Some parts are cramped, especially in the cave. I don't like the red coins because when you catch one water appears in one place and disappears elsewhere and I die because of the crampedness. Some other parts are annoying annoying too with the water platforms and npcs that are difficult to dodge. The npc placement is ok except for the Venus Fire Traps which were annoying as you couldn't kill them. This level was a bit long. Overall, a good ice level.
    Valtteri (7.0/10)
    • This is a cool ice level. It's exciting and pretty to watch too, although the decorations go maybe a little over the top. The path goes all over the level which brings great variation and the enemy placement is well thought out. The level is really busy with moving layers and flying water. The paths that appear upon approaching are a nice touch although they're getting pretty common among levels these days. I find the "balanced" water pillars fascinating. You know, the ones where one pillar would fall and another would rise simultaneously. They served no purpose at all but they looked really cool despite the clunkiness. The background ice blocks are kind of weird. They're just black ice.
8. Shinbison-Kof - Rinkas;Valhalla (7.89/10)
  • bossedit8 (8.0/10)
    • Grass, clouds and wood, enemies, and items. The level design is alright although I find some of the NPC placements kinda tricky and also if you fall at certain spots in the level you have to go back up again. Not too bad but eh. I find your power-up placements kinda cruel for this kind of level. I suppose because of the joke in the level name, there's one section with a random Rinka statue with a bunch of regular rinkas around it. The rest of the level was alright. There are some random red coins around in the level that do nothing but give you one coin. Dragon coins were... decently placed... all of them weren't too spectacular especially those that took longer to get. Also one thing, the moving platforms that get close get glitchy if you ride one platform and get in contact with another platform that moves as well. Overall, a nice level even with the things that are questionable.
    Chad (8.0/10)
    • This is a really fun level. The detail and atmosphere are gorgeous, the layout is complex and twisted for a tricky challenge, and it's pretty direct and straightforward while having minor exploration. I like the inclusions of bubble enemies and moving layers as well. The level's a bit on the long side and could use a few more powerups, but neither of those are too bad. It doesn't really have any sort of central gimmick, but it does have an entertaining variety of hazards. Good job, this was fun.
    ElTipsta (9.25/10)
    • I got Shinbison vibes from the name alone and I was right! This is a jungle level with a gorgeous atmosphere and a VERY nonlinear design, which I loved. The first section is one massive ascending section which is really neat. The background is excellent, but I noticed that there is an error with it, might be a good idea if you fix that. Play it ingame and you'll see what I mean. The level also drags out a bit, but that's to be expected with your levels so I don't mind. Excellent job! ^^
    Quill (7.2/10)
    • Oh boy, talk about an overload of aesthetics. The level's fairly good, though a little switch-heavy in some cases. There are times where I feel using a switch block just isn't needed. Generally though, the level was pretty cool. Parts were a bit cliche, but overall it was enjoyable and that's what counts.
    Valtteri (7.0/10)
    • This is a grand and visually intense level. There's nothing to complain about with the gameplay. It's fluid and consistent in both gameplay and visuals, with a small twist added by the meandering path and flying water.
7. Darkonius Mavakar - Rinkas;Purgatory (7.99/10)
  • Chad (9.0/10)
    • This is a really nice level. The exploration is pretty thorough and complex while offering a lot in terms of winding paths and alternate routes, but it never feels excessive or straying from the main route. This gives the whole level a great sense of depth while also keeping it straightforward. The difficulty is overall on the easy/medium side, but sometimes the well-placed caped Koopas offer a bit of minor challenge. The cracked platforms are implemented and explained really well, and move at the perfect speed. They're fast enough to provide the needed sense of urgency and require you to keep moving, but also slow enough that you still have control over the situation and can afford the slightest missteps. I also really enjoyed the Parabeetle section, because while it is basically pure gimmick, it's cleverly organized and paced while still being logical for the surrounding. The boss is super impressive because it acts cinematically and gives the player all the warning and ability needed at the start, but replicating the necessary maneuvers remains a fair challenge. The only thing that bothered me was how immediately the clouds give way after you hit the boss the second time, because the upper cloud is directly above one of the holes. If the cloud was on a moving layer that scrolled off the screen at a reasonable speed, that would have been easier to react to. But otherwise, I highly enjoyed this level. It has enough variation, consistency and great design to keep things really fun.
    ElTipsta (8.5/10)
    • Another sky level! This is a really ncie sky level with nonlinear design where the player goes in all directions at different times. The Para-Beetle ride section can be a little tricky so it's a little out of place compared to how relatively easy the rest of the level is. If the Para-Beetle was a little bigger this wouldn't be as big of an issue. The boss was also well done and was what made me realsie this is a Darkonious level. Nice job ^^
    Quill (7.2/10)
    • Oh jeez, I wonder who made this level. The level's pretty cool, though parts felt a little expected. Spice up your level design, you silly onion! :P I did like the part where you rode the parabeetle, that was pretty unique. The boss was super adorable despite the fact the floor I was standing on broke and killed me at some point, which was super rude.
    Shinbison-Kof (8.25/10)
    • I never imagined that purgatory would be so beautiful and peaceful. The level design is interesting. The mix of the tilesets is good. The level is very well detailed. I like how colorful the level is. About the graphics, they're very good too, but the statue is strange because it's very detailed in comparison with the rest of the graphics. The falling temple is very good. The effect is nice. The npc placement is good. In the last section the difference between the spike platforms and Parabeetles' speeds is disorienting and it'd hard to dodge them. Maybe remove some of the spikes. The boss battle is creative and very well done. The difficulty is very well handled too. Overall it's a good level!
    Valtteri (7.0/10)
    • The gimmick in this level seems to be collapsing structures. Simple stuff. I liked the bricks that would be flung in the air as the ruins collapsed. Then there was the boss fight that was fun with the little cinematic elements, although it was pretty slow-paced and pretty easy. Overall it was a pretty simple level, yet quite fun.
6. Valtteri - Nighttime Wasteland (8.04/10)
  • bossedit8 (8.75/10)
    • Here's a lovely SMB3 World 8 Level 2 Desert going on with the Angry Sun and the fire chomp on top of that. About the design of the level, the obstacles and such were very nice and added up to the variety of challenges. The fire chomp enemy, although it's neat to have that guy in the level, sometimes can be too much with the other enemies since he's so fast and his spawnrate is so fast as well. You mostly have to take care of the fire chomp rather than most of the other guys around here. Also I find it kind of strange that inside one of the quicksands there is a block with a vine in it which is unnoticeable unless you actually hold up at the vine. Because when I first played it I thought there would be a power up or a 1UP but no, it's a vine which is hard to indicate because it's behind the quicksand. Other than these things I said, I really like it and I also love the music choice.
    Chad (8.0/10)
    • A clear inspiration to SMB3 8-2, and wow is it well done. The construction is incredibly reminiscent of its source with really effective enemy placements and terrain deviations. The perfectly replicated Angry Sun adds a layer of tension to the already moderately-challenging level without making it feel excessive. The Fire Chomps are remade pretty smoothly too, but I feel they could stand to be a bit slower and a bit less frequent. Still, they're really good and are within the realm of fairness. They even work well in the same presence as tougher enemies like Fire Piranhas and jumping Paratroopas, so I really admire the difficulty handling in this level. The overall mixture doesn't even require you to move constantly fast or be super precise, you just have to not get too careless. The length is relatively short and powerups are distributed at excellent intervals, so there's still room for error and you won't be dealing with these things for a long period of time, so I'm really impressed with how this level is made.
    ElTipsta (7.5/10)
    • This level is pretty neat. It's a very vanilla SMB3 wasteland level complete with working Angry Suns and Fire Chomps. It's a nicely designed level with no real issues to point out (apart from the bonus area being easily missable but I guess that's the point), but it takes some time to get use to how the Fire Chomps and Angry Sun work considering the LunaLua behind it. Good job.
    Quill (8.3/10)
    • Oh man, this was super neat. It’s a shame it kinda just ended, because I was really enjoying it. The level complimented the new enemies well and I really liked how the level itself was structured. Falling through the quicksand into that blocky area was super cool and it reminded me a lot of a traditional Mario level. It was great, it’s a shame it ended so soon.
    Shinbison-Kof (7.75/10)
    • Wow, a very nice adaptation of the original smb3 angry sun. The power of luna here is apparent! The level design is nice. I like going up and down the hills like dunes of a desert, and the level is very well decorated. My only complaint would be the npcs. When the player will dodge the angry sun or the strange npcs with fire power, many npcs appear and add to the already overwhelming number of enemies. It would be better if you removed some them. The level is fun and strongly reminds me of the angry sun levels in smb3. Overall it's a very good level!
5. FrozenQuills - Rinkas;Toad Stories (8.45/10)
  • bossedit8 (9.0/10)
    • Hey, it's Knytt Stories in SMBX format! You play as Toad, walking and jumping through the level with SMB2 enemies and later on moving landmasses and more spikes for increased difficulty. I love the concept of the ability to walljump after you obtained an item that lets you do that and later on another ability that let's you double jump. A very nice ability in this level that's actually required to get further and to beat it. I find it weird that the red Shy Guys don't fall in this level since usually you have 2 variations of Shy Guys rather than 1. I do like your power up, coin and ace coin placements though. They're very reasonable in this level after you gain the abilities and such. There are 3 checkpoints in this level and one thing, after you obtain the double jump item you have to go back and navigate the previous areas to advance further which I do like. It's a very good sign of a good Knytt Story based level in SMBX. One thing that always gets me is the disability to spinjump in this level since I always thought that Toad has the spinjump ability but this level physically disallows it. There's even a SMW Turn block at the beginning of the level. I'm not sure what's up with that. maybe it's because of where I actually came from into this place? All I can tell is that this single turn block has no real purpose... it's just there. There are some tileplacements in this level that create cutoff since there are no outlines. At the end, I legitimately thought that a randomly placed Rinka would destroy me but no, it's a friendly NPC that can talk for an unknown reason. Overall, a very good Knytt Story based level in SMBX.
    Chad (8.5/10)
    • I absolutely adore the virtual blocky design and atmosphere of this level, as well as how well it includes Toad's new wall-jump and double jump abilities and the various ways they're put to the test. It's really fun to plan out each maneuver as well as learn how the double jump makes you approach previous areas differently. The challenge implemented is incredible, with midpoints spaced apart just enough while keeping the level at a reasonable length and rate of difficulty increase. I also really love the moving setup of Section 2, but that area in particular is really hard on the processor. However, I feel as though the new abilities are a little unstable at times. They take some practice and can work well when done just right, but it's really easy to accidentally fall off the wall, get stuck on a wall you didn't intend to, lose your double jump due to a poor sense of what counts and what doesn't during a tricky multi-step maneuver, and such like that. The double jump being added by itself makes the wall jump easier and safer, but I feel like the level didn't need to require overly precise maneuvers, especially above pits. For instance, I would classify the Fire Flower at the upper-right of Section 1 to be overly finicky, but I wouldn't complain about anything else in the whole section. Some places in the final area can also be really difficult in this regard. Still, the layout of the entire level is amazing and has really impressive attention to detail and exact placement of surfaces. The whole challenge is pretty legit if you give it a lot of caution and patience, but I do think a little more room for error would have been helpful.
    ElTipsta (8.75/10)
    • This level is really unique. Firstly, it uses unique LunaLua coding that allows for wall and double jumps. It's used really well and helped taught to the player, even though it does get really hard in the last section, with various platform jumps ingeninously to test the skills of the player. The level is split into grass, water and snow areas using a unique graphical style and it's excellent. Excellent job ^^
    Quill (9.0/10)
    • This was super neat. You took some fairly simple gimmicks like a double jump and wall jumping (though technically that one is super advanced) and made a level featuring them. I liked returning to the first section after gaining my double jump and seeing what areas I could now access. It had a Metroidvania-esque feel to the level but it still felt like a true Mario level too. Great job!
    Valtteri (7.0/10)
    • The wall jump feature was pretty nice and it was utilized decently. The level was okay. Maybe a bit barren. It was pretty much just ground and enemies. The visuals were extraordinary. Looked like something you could see in a NES game.
4. Enjl - Rinkas;Heaven (8.52/10)
  • Chad (8.5/10)
    • What an atmospheric level. The construction is entirely logical and impressively expansive, and I really like the way the level tells the story as it progresses just by the places you visit. The transitional effects like the pipe cannons and the room flipping over are excellent too. I especially love the spacing of the interior sections and how well the obstacles are placed throughout. The Kracko boss is amazing too, having been replicated exactly and with such a thorough attention to detail and effective timing. The only things that really bothered me would be purple clouds, overall powerup deficit, and those enemies that ordinarily give Kirby the Burning ability. Their initial movement is extremely fast and triggers at an unpredictable instant, which is an unavoidable hit if you're in that range at the time. The clouds don't have an obvious purpose at first and are a leap of faith risking death to test out, especially since purple normally indicates something like poison, and they have a problem blending in with the darker sky background too. Other than that, this level was quite the experience. Really nice work.
    ElTipsta (9.5/10)
    • Hi Emral, nice level you've got here. Understatement short, this level is awesome. It is a nonlinear level that starts off vanilla before going to Heaven...literally. The world felt vast and expansive, the custom enemies were fair and easy to figure out. The pipe cannon effect was really cool and it was a great idea to use them to go through the level. The temple itself is great, and while the level flipping mechanic is not original, was well executed here. The boss was brilliant and well done. Really impressed with this, wouldn't surprise me if it won :)
    Quill (8.2/10)
    • I loved the great variety of design and gimmicks present in this level. The alternate paths early into the level were a nice touch, though it wasn't too obvious that the alternate paths existed, but that's not really that big of a deal. There's all sorts of neat surprises here too such as the introduction and the boss. The Lua in this level is used very well and compliments the gameplay without things being too gimmicky, such as the room spinning upside down. It's a shame that gimmick was kind of short lived. I liked the neat touches in this level such as the boss following the player with his eye. My only other complaint is that early level design felt a tad repetitive. Overall, it was pretty enjoyable.
    Shinbison-Kof (8.4/10)
    • This is a very good level. The Luna things are very well done; the canyon pipes, the clouds effect, everything is great. The level design is very nice. I like how the player has to climb in the sky and exploratore. Some parts are a bit confusing, because you don't know where to go. Maybe guide the player a little more. The first section is cliche but then you falling in a pit and everything's different! You'll know when you play it. I like how the section rotates when you press the special switch. The level has lots of special stuff. It's very detailed. The brick star helped the player kill npcs. The boss is great. The attacks and dodges are very well made. I really like this. Overall it's a very unique level.
    Valtteri (8.0/10)
    • I can see a lot of work was put into this. There are numerous new enemies scripted to act like some enemies from Kirby and the boss is near immaculate. The new graphics for pipes and doors didn't look like what they were supposed to be sometimes but the NPCs helped identifying them. The rotating sections were impressive to say the least. Overall it's a very neat mix of good level design, surprises, humour and LunaLua scripts.

Quill
Rydia
Rydia
Posts: 812
Joined: Tue Dec 03, 2013 12:51 pm
Contact:

Re: Community Contest 12 - RESULTS! TIER 8

Postby Quill » Tue Mar 08, 2016 10:37 am

oh snap!

ShadowStarX
Bronze Yoshi Egg
Bronze Yoshi Egg
Posts: 1752
Joined: Mon Jan 27, 2014 7:21 am
Pronouns: he/him
Contact:

Re: Community Contest 12 - RESULTS! TIER 8

Postby ShadowStarX » Tue Mar 08, 2016 10:38 am

Top 3:
zlakergirl357
Chad
FireLink

ssumday
Swooper
Swooper
Posts: 78
Joined: Wed May 14, 2014 1:18 pm
Flair: Nope

Re: Community Contest 12 - RESULTS! TIER 8

Postby ssumday » Tue Mar 08, 2016 10:41 am

I don't sent one of my best levels. I'm very impressed with it getting top 3.

RudeGuy
Bowser
Bowser
Posts: 4994
Joined: Fri Dec 27, 2013 7:36 am
Flair: local guy

Re: Community Contest 12 - RESULTS! TIER 8

Postby RudeGuy » Tue Mar 08, 2016 10:42 am

fuck i thought i got top 10 :(
oh and why nobody talked about shadow kracko? that was the highlight of my level
Last edited by RudeGuy on Tue Mar 08, 2016 10:44 am, edited 1 time in total.

Alagirez
Ludwig von Koopa
Ludwig von Koopa
Posts: 3620
Joined: Tue Dec 02, 2014 2:28 am
Flair: Legalize Awooo!
Pronouns: He/Him/That wolf
Contact:

Re: Community Contest 12 - RESULTS! TIER 8

Postby Alagirez » Tue Mar 08, 2016 10:42 am

YES
9th Place
Thanks RUBRUB! ANIMLA JAM ROCKS!
I hope chad wins.

zlaker
Reznor
Reznor
Posts: 2844
Joined: Fri Dec 20, 2013 1:46 pm

Re: Community Contest 12 - RESULTS! TIER 8

Postby zlaker » Tue Mar 08, 2016 10:44 am

T O P T H R E E B O Y S

Valtteri
Birdo
Birdo
Posts: 2150
Joined: Sun Dec 01, 2013 1:16 pm

Re: Community Contest 12 - RESULTS! TIER 8

Postby Valtteri » Tue Mar 08, 2016 10:46 am

Congratulations to everyone in top 10!

FrozenQuills
Swooper
Swooper
Posts: 63
Joined: Sat Jul 25, 2015 2:41 am

Re: Community Contest 12 - RESULTS! TIER 8

Postby FrozenQuills » Tue Mar 08, 2016 10:49 am

WOW I GOT 5TH AGAIN?????
I didn't think knytt and smb2 would mix that well hahahah

JupiHornet
Boom Boom
Boom Boom
Posts: 2399
Joined: Tue Sep 02, 2014 5:43 pm
Contact:

Re: Community Contest 12 - RESULTS! TIER 8

Postby JupiHornet » Tue Mar 08, 2016 10:51 am

chad for cc12 winner

Zipper
Ripper II
Ripper II
Posts: 354
Joined: Wed Aug 12, 2015 11:31 am
Contact:

Re: Community Contest 12 - RESULTS! TIER 8

Postby Zipper » Tue Mar 08, 2016 10:54 am

pretty neat

Emral
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 9891
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Phoenix

Re: Community Contest 12 - RESULTS! TIER 8

Postby Emral » Tue Mar 08, 2016 10:56 am

Huh, 4th place. Not too shabby for a first attempt at a quality joke level, haha. Though I do wonder why the scores this contest are so much.. lower than in previous contests. There've been a lot of levels this time around who I'd consider worthy of a higher average than they ended up getting.
Chad wrote: The only things that really bothered me would be purple clouds, overall powerup deficit, and those enemies that ordinarily give Kirby the Burning ability. Their initial movement is extremely fast and triggers at an unpredictable instant, which is an unavoidable hit if you're in that range at the time. The clouds don't have an obvious purpose at first and are a leap of faith risking death to test out, especially since purple normally indicates something like poison, and they have a problem blending in with the darker sky background too. Other than that, this level was quite the experience. Really nice work.
I'm gonna go through these one by one, so I don't get hung up in my own words.
I kinda agree on the Fireball Guy enemies. They're a bit tricky to deal with, and I really didn't put much effort into optimising the code for them. The best way to deal with them is to pass by them from below, though it indeed is quite finnicky to deal with at times.
I did kind of a goof with the clouds. They used to be blue, but back then finding them in the bright section was too difficult. I should've given them a different colour, such as white or gray. Maybe a very dark blue. However, I thought I gave them enough indication with the stars/coins? Maybe I forgot to put the trail of coins leading to the cloud in one of the split paths..
ElTipsta wrote: Hi Emral, nice level you've got here. Understatement short, this level is awesome. It is a nonlinear level that starts off vanilla before going to Heaven...literally. The world felt vast and expansive, the custom enemies were fair and easy to figure out. The pipe cannon effect was really cool and it was a great idea to use them to go through the level. The temple itself is great, and while the level flipping mechanic is not original, was well executed here. The boss was brilliant and well done. Really impressed with this, wouldn't surprise me if it won :)
Any criticism from you? Stuff you'd like to see me fix? Thanks for the nice words!
Quill wrote: I liked the neat touches in this level such as the boss following the player with his eye. My only other complaint is that early level design felt a tad repetitive. Overall, it was pretty enjoyable.
Tad repetitive? The level presents something new at each corner. So biased!
I should've maybe gradually introduced the enemies or something to enhance the experience :P
Shinbison-Kof wrote: Some parts are a bit confusing, because you don't know where to go. Maybe guide the player a little more.
Where exactly? This level is very linear.
Valtteri wrote: I can see a lot of work was put into this. There are numerous new enemies scripted to act like some enemies from Kirby and the boss is near immaculate. The new graphics for pipes and doors didn't look like what they were supposed to be sometimes but the NPCs helped identifying them. The rotating sections were impressive to say the least. Overall it's a very neat mix of good level design, surprises, humour and LunaLua scripts.
The doors? Really? That's probably the last thing I expected to hear something about. Also yeah, pipes with entrances are usually marked (except for the one to the bonus section). Anymore feedback and stuff you'd like to see fixed?
Last edited by Emral on Tue Mar 08, 2016 2:20 pm, edited 2 times in total.

Darkonius Mavakar
Torpedo Ted
Torpedo Ted
Posts: 1786
Joined: Fri Dec 27, 2013 2:45 pm
Flair: Dreams of a forgotten reality
Pronouns: He/Him
Contact:

Re: Community Contest 12 - RESULTS! TIER 8

Postby Darkonius Mavakar » Tue Mar 08, 2016 11:01 am

DARKONIUS IS BACK IN THE TOP 10 BABYYYYYYYYYYYYYY

also
how
why when i rush levels i get unexpected results and when i actually try i get shit results

also congrats to the top 3!

CHAD I HOPE YOU WIN MATEY

Marina
Cecil
Cecil
Posts: 2381
Joined: Sun May 25, 2014 7:01 am
Flair: everything's still romantic, right?
Pronouns: she/her/they/them

Re: Community Contest 12 - RESULTS! TIER 8

Postby Marina » Tue Mar 08, 2016 11:02 am

Image

what can i say, i tried to do way too much in one level, as always lmao. go hard or go home fam.
Last edited by Marina on Tue Mar 08, 2016 11:04 am, edited 1 time in total.

Darkonius Mavakar
Torpedo Ted
Torpedo Ted
Posts: 1786
Joined: Fri Dec 27, 2013 2:45 pm
Flair: Dreams of a forgotten reality
Pronouns: He/Him
Contact:

Re: Community Contest 12 - RESULTS! TIER 8

Postby Darkonius Mavakar » Tue Mar 08, 2016 11:03 am

ALSO GOOD LUCK ZLAKER

Shinbison-Kof
Volcano Lotus
Volcano Lotus
Posts: 535
Joined: Tue Jan 21, 2014 6:56 pm

Re: Community Contest 12 - RESULTS! TIER 8

Postby Shinbison-Kof » Tue Mar 08, 2016 11:18 am

Wow. I'm very happy with my placement, this shows that the levels of my episode ( the restoration) have good quality. I've used again a level of my episode , because I didn't had time. Congratulations for the top 10 guys! good luck for the top 3. ;)
Sorry my bad english in the reviews, i need improve so much.

bossedit8
Banned
Posts: 6838
Joined: Fri Dec 20, 2013 12:35 pm
Contact:

Re: Community Contest 12 - RESULTS! TIER 8

Postby bossedit8 » Tue Mar 08, 2016 11:23 am

Very interesting finals that's gonna appear later on. Good luck Chad, FireLink and Zlaker!

Mable
Luigi
Luigi
Posts: 5806
Joined: Sat Dec 21, 2013 4:23 am
Contact:

Re: Community Contest 12 - RESULTS! TIER 8

Postby Mable » Tue Mar 08, 2016 11:30 am

Thunbs up for Mechdragon777. You really improved a lot judging by the place you made.


Return to “Level Contests”

Who is online

Users browsing this forum: No registered users and 23 guests

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari