Official community level contests.
Moderator: Userbase Moderators
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Alagirez
- Ludwig von Koopa

- Posts: 3617
- Joined: Tue Dec 02, 2014 2:28 am
- Flair: Legalize Awooo!
- Pronouns: He/Him/That wolf
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Contact:
Postby Alagirez » Sun Apr 24, 2016 10:23 pm
Yoshi678 wrote:How's about we all put a cork in that salt dispenser?
this is svlc
not science
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diamantico21
- Tweeter

- Posts: 145
- Joined: Sun Sep 21, 2014 3:12 pm
Postby diamantico21 » Mon Apr 25, 2016 5:20 am
Why every time I submit a level in a contest everyone has a different opinion about it?
One thinks it's to difficult
Another one thinks it's straightfoward and easy
Than another judge thinks that using differents styles was a good idea, and the other judge says that it was a bad design choise....
I may have been curesed by someone...
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WaluigiTime64
- Cheep-Cheep

- Posts: 14
- Joined: Thu Mar 17, 2016 5:51 am
Postby WaluigiTime64 » Mon Apr 25, 2016 5:40 am

AAAAAGH! SUSPENSE! I CAN'T TAKE THIS!
Is there a exact time when Tiers are announced? Or is it "Some time around X:XX."? Because I'm dying.
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Darkonius Mavakar
- Torpedo Ted

- Posts: 1786
- Joined: Fri Dec 27, 2013 2:45 pm
- Flair: Dreams of a forgotten reality
- Pronouns: He/Him
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Contact:
Postby Darkonius Mavakar » Mon Apr 25, 2016 5:50 am
Who wants some tier 3 bACON?
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zlaker
- Reznor

- Posts: 2844
- Joined: Fri Dec 20, 2013 1:46 pm
Postby zlaker » Mon Apr 25, 2016 5:50 am
Darkonius Mavakar wrote:Who wants some tier 3 bACON?
i prefer chicken
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Alagirez
- Ludwig von Koopa

- Posts: 3617
- Joined: Tue Dec 02, 2014 2:28 am
- Flair: Legalize Awooo!
- Pronouns: He/Him/That wolf
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Contact:
Postby Alagirez » Mon Apr 25, 2016 5:51 am
Darkonius Mavakar wrote:Who wants some tier 3 bACON?
me me me
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Mon Apr 25, 2016 5:52 am
snoruntpyro wrote:wowo guys enjl and i aren't tier 1!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
wow looks like we also passed tier 2, radicola!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
diamantico21 wrote:Why every time I submit a level in a contest everyone has a different opinion about it?
One thinks it's to difficult
Another one thinks it's straightfoward and easy
Than another judge thinks that using differents styles was a good idea, and the other judge says that it was a bad design choise....
I may have been curesed by someone...
I wonder, why do people have opinions? It must be a curse!
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WaluigiTime64
- Cheep-Cheep

- Posts: 14
- Joined: Thu Mar 17, 2016 5:51 am
Postby WaluigiTime64 » Mon Apr 25, 2016 6:03 am
zlakergirl357 wrote:Darkonius Mavakar wrote:Who wants some tier 3 bACON?
i prefer chicken
Same.
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Nat The Porcupine
- Monty Mole

- Posts: 123
- Joined: Tue Nov 10, 2015 2:55 pm
Postby Nat The Porcupine » Mon Apr 25, 2016 6:16 am
Oh, cool, I made it past Tier 2. It'll be interesting to see how Chad reacted to my level, considering I took a bit of advice from his review of my CC12 level.
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Ness-Wednesday
- Purple Yoshi Egg

- Posts: 1674
- Joined: Sun Jun 28, 2015 3:50 pm
- Flair: Diverse Scouts
- Pronouns: He/Him
Postby Ness-Wednesday » Mon Apr 25, 2016 9:11 am
When is Tier 3 going to be posted?
I want to post my level to show what I've done insanely...
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diamantico21
- Tweeter

- Posts: 145
- Joined: Sun Sep 21, 2014 3:12 pm
Postby diamantico21 » Mon Apr 25, 2016 9:26 am
Enjl wrote:
diamantico21 wrote:Why every time I submit a level in a contest everyone has a different opinion about it?
One thinks it's to difficult
Another one thinks it's straightfoward and easy
Than another judge thinks that using differents styles was a good idea, and the other judge says that it was a bad design choise....
I may have been curesed by someone...
I wonder, why do people have opinions? It must be a curse!
...but now I don't know WHAT I did wrong and WHAT I did right : P
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ProngoKingdom
- Blooper

- Posts: 168
- Joined: Fri Mar 11, 2016 2:45 pm
Postby ProngoKingdom » Mon Apr 25, 2016 10:27 am
there goes the little reputation I had
Sorry I'm late to the party. Based on what the reviewers said about my level, they seemed to play a clone of Invasion 2's "The Mole Hole" level. I never meant to use that level but I think I know what happened.
So I actually did make a level. It took me a while but I actually made one. No custom graphics or anything since vanilla. Problem is, I was having the problem where it wouldn't show up in my file explorer since I hadn't saved it to my desktop. I hadn't actually known at the time what to do, and even after PMing Pixel and FoS I still had no clue. So I tried copying a level from the Invasion 2 (The Mole Hole), renaming it "Vanilla Ice", and saving my level over it. I tested it and it seemed to work, but I have no idea why it didn't work for the judges.
But yeah, I really am sorry this all happened. I couldn't recover the original since every time I try, SMBX crashes. I never would've stolen a premade level on purpose and I won't again, since now I know the "save to desktop" shtick.
I'm fricked
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Yoshi678
- Buster Beetle

- Posts: 84
- Joined: Sat Aug 22, 2015 4:40 pm
Postby Yoshi678 » Mon Apr 25, 2016 10:41 am
zlakergirl357 wrote:Darkonius Mavakar wrote:Who wants some tier 3 bACON?
i prefer chicken
I prefer steak honestly
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Marina
- Cecil

- Posts: 2381
- Joined: Sun May 25, 2014 7:01 am
- Flair: everything's still romantic, right?
- Pronouns: she/her/they/them
Postby Marina » Mon Apr 25, 2016 10:59 am
Sorry, Beyoncé dropped a new album so I didn't get any sleep last night.
Anyways. Today: Marina's Hair vs. Enjl's Face.
Tier 3
27. We're Hard and Sharp (Linik for CC9 Judge) (Thwomp King & Linik) - P-Switchin' - 4.78
Bossedit8 - 6.50
Beginning... level design that nearly looks like The Invasion's first main level... later on, P Switches as the level's name says. So yeah, this level mostly focuses on P switches so you have to be fast or else you lose against the time by the P switch. Not too bad but near the entire level is like that though. Just, run till the end and hope to survive aswell. Least there's variety like you have to do certain things until you're allowed to go further on in this level like defeating all of the enemies (Goombas) on your way. What I don't like about the disappearing and reappearing walls depends as of if you have the P switch active or not is that once you press the switch it disappears and once the timer runs out it reappears again. I know that it has to do with stuff that you are not allowed to go further until you hit the switch for safety matters but once you actually reach to that point where the wall is and the timer is up, at the direction you're facing you can glitch through, fall and die. About the rest as of what this level has to offer... P switches.
Wraith Adamknight - 0.00
This is a Vanilla Contest, not a Challenge Contest. If you want to make a Mario Maker level for the hell of it, go join Pixel Pest’s contest. This type of level isn’t welcome here. The level had no substance whatsoever and wasn’t remotely creative with its ONE gimmick. On top of this, a majority of the P-switches come out of blocks. This means that once they despawn they will never come back.
If you are going to make a gimmick heavy level, make it fun and enjoyable, not linear and pointless. And make sure you stupid-proof your own level.
Zipper - 5.90
This gives me Expert Mario Maker flashbacks, brr...Thankfully, this is a much easier take on the classic P-Switch dash gimmick. The idea is simple and presented well. Sadly, I found this to be pretty much a snooze-fest. Almost none of the P-Paths felt challenging, it was like a single-button switch hunt, and then it just continued to a normal level, and the level's standard platforming is...less than stellar. The part I enjoyed the most was the P-Chains, where there actually WAS a sense of urgency, as the paths were longer and safe spaces being out of range caused the player to worry. Maybe using gimmick items like the boots or the propeller would allow for more creative uses of the P-Switch?
Chad - 4.50
A P-switch run level is fairly uncommon, but this one has a very hit-and-miss way of handling it. The actual runs have a good difficulty to them, but the variation between them is minimal and the level goes on a bit longer than necessary. The green switch blocks made the cave that followed feel more like an elaborate detour than actual progress, too. I also felt that the walls at the start of each run were unnecessary, because while they are a pretty surefire way to prevent breaking the level, the switch runs are large enough that anyone attempting to do so would just get a very coin-filled fall to their death anyway. However, it is possible to end up mistakenly standing where a wall reappears and get pushed out of it into a pit if you don't know it's coming, especially in the cave where the walls are wider and the space between runs is smaller. I also feel like the effort decreases as the level goes on, because it starts out with a polished-looking woodland, then the cave looks somewhat empty, then the level construction essentially becomes nothing but the bricks you run on. Overall, nice to see a P-switch level and it performs fine, but it's very basic in execution with not a lot happening in between.
ElTipsta - 7.00
Nice job at this P-Switch run, it was a fun level to play. The frist section I thought was fair, however there was no checkpoint following this, meaning if you die later on you have to restart the whole level. The usage of switch goombas was okay, but the Goomba on the moving platfoorm needs to be moved back a few tiles as it's hard to avoid if the player is speeding through. It is also possible for the Switch Goomba just after the first P-Switch run in the underground section to despawn if they are on the bricks when the P-Switch expires.
26. One-Man Space Plumber Clan (Sewpah) - Templets;Linearity - 4.96
Bossedit8 - 7.00
This hugely reminds me of those super old levels from Super Mario Flash (SMF) I watched when I was new to the whole level editing history and watched super old videos of it. Like Starfox having a crossover to SMF or so. Anyway, the level itself was pretty cool but well... about the background object placements, it's apparently not always right if you pay attention to it. Level design was nice with pretty cool variety going on like climbing, riding and jumping way higher with a propeller block with several hazards to avoid like rinkas from lava and a random banzai bill shooting out of the black blocks in the background... ok. Midpoint on the other hand is broken because the sizeable block is in the way and it causes you an instant death once you retry this level... bad design! Moving on, a boss that's inside a glass and then fight that's inside the glass... ok, SMB3 Bowser. After that you fight a giant piranha plant and then there's your exit of this level. Also, a random "ZK16" sign at the Bowser's arena area. Oh and a random sign in a level which is impossible to read ingame unless you cheat which says "TEMPLETS 4 LIFE".
Wraith Adamknight - 1.42
Kudos for not making a completely ludicrous joke level, but seriously? The fact I was able to give this level any points is shocking enough. If you can’t make a real level, don’t bother even opening this program.
Zipper - 2.90
I'm not a graphics person, but that airship....doesn't look good. A single tile and its blue brother tiling EVERYTHING made it an absolute eyesore. Please invest in better choices. Anyway, the gameplay was REALLY barebones. It was a chain of very simple obstacles thrown together with almost no connection between them. "Here's some fence climbing. Oh, are you done? Okay, walk for 5 seconds and ride this mole. Now use the propellers!" It's not cohesive at all, and each challenge individually is short and insignificant enough to make the whole experience unfun. You could at least try to lay some standard platforming with steadily rising difficulty in-between your challenges, to provide the player with SOME entertainment. Or at least make your challenges more engaging by mixing them with each other or something, I don't know.
The first boss was a really long and boring Bowser fight, which is ESPECIALLY ironic because you "praised" the "true" boss for "not being another Boom-Boom." Speaking of, the true boss was a joke. And not the funny kind either.
Overall, yeah, this was not fun. Very bland pieces of architecture with forced obstacles that are not engaging at all, and boring bosses. Try something else, please.
Chad - 5.50
An ambitious theme choice given the limitations, and I feel it has mixed results. Kinda weird given the graphical mix, but also somewhat cool in its own unusual way. The variety provided is rather good, going from springboard retrieval to line platforms, Thwomps, propeller blocks and so on. A lot of it felt underused though, considering they were offered and then quickly abandoned. I really like the design choice in the fence and mole area though, as it very specifically serves the intended purpose and is particularly fun to interact with. However, the rest felt rather basic, like it didn't matter how the blocks and spaces were laid out as long as they allowed you to move forward. Still, it functions fine, and the variety is still there. The boss(es?) felt lame, because SMB3 Bowser with no changes at all is still tedious, and the level making a joke about it doesn't change that. Same applies to the big Piranha Plant. Also, checkpoint's broken. Place it in front of a sizable, and you'll respawn on top of it. If it's connected to a ceiling, you'll die offscreen as soon as the level begins. Rinkas are sort of spammy and poorly placed, too. Otherwise, I still had some fun with this level. Not stellar, but intriguingly different.
ElTipsta - 8.00
Wow, this is neat! It's basically a flotilla space fortress made using mainly SMB graphics. I had a lot of fun and no real things to point out. The Bowser boss was a neat idea though, not everyone uses the Glass Case much anymore. Same with the BG tiles in SMB3 Misc. I thought the Piranha Plant joke was a bit redundant and unnessecary to be honest.
25. WaluigiTime64 - Pesky Pipe Land - 5.20
Bossedit8 - 6.50
These pipelines...including water areas aswell... is interesting to investigate. I do like the navigation as of where you go in this level and then get specific items like P switches to get further on... and I like the design but other times it's also questionable. Not too bad at least since you can go back if you don't have the P switch with you. At the halfway as of where the grinders are, well be very careful or else you gain damage... they can be weird depending as of when you activate into the screen till interactions with the moving pipe. Also yay for hidden power up blocks. Later on, moving blocks with spikes. Cool but at specific areas it can be quite tricky to go inbetween it. Oh yeah we have 2 Birdo fights on top of that. One at the middle and one at the end... the one at the end is with shells and then after the last Birdo there's your star. Now checking at the debugger, there's a second star somewhere in this level but where is it? Well, take a wild guess... it's in a section that nobody can reach it via warp pipes or any kind of warps to get there. Apparently there's some bosses in there but that section probably either got unfinished or scrapped during developement of the level.
Wraith Adamknight - 0.00
This level was just dumb. No atmosphere, guidance or substance. I played the first section and legitimately just gave up on finishing this level. From what I gather, its incredibly linear and ugly, on top of about three birdo fights. Overall, bad level. If someone doesn’t even want to play it once then perhaps don’t bother sending it.
Zipper - 4.50
Eugh, where to begin...First of all, the idea of needing a P-Switch to proceed is not that bad on its own, but you have to carry it through absolute hell to get there. The moving jellyfish combined with the cheep cheeps is an absolute abomination of an obstacle. I can't remember NOT getting hit for each of the 5 times I went through there. (Yeah, 5. I didn't know there was a P-Switch path at first so I just looped it twice, and died a few times.) That part is easily what ALMOST made me give up on the level. The few almost-blind jumps in the bullet bill area didn't help matters. After that, the Birdo fight was....there. No complaints. It's one of the less annoying Birdos I've faced in this contest. After that, the moving platform with the grinders was actually good. It would have been better if the grinders didn't attach themselves to the pipe and suddenly become less of a threat for 3 seconds and disappear into the pit, but that's not a fault on your end, it's the engine's. Still, the ceiling being 1-block higher would've helped this, as the last few jumps REALLY make you sweat bullets.
And then the next area.....oh boy. I'm not gonna beat around this. This is literally a worse Flappy Bird with the overlooming threat of having to repeat another area EVERY time you die. Which WILL happen, because underwater physics are abysmal, and moving layers don't care about how slow you go before slamming your face into a spike. You HAVE to think about every "jump" you make, because godDAMN if this thing is NOT forgiving at all. Doesn't help that it goes on and on and on, and it only gets harder and even more likely to make you suffer through more of the same. I just can't think of any way to make this better.
Lastly, we get the second most annoying Birdo in this contest. Sort of ironic, since the first one was just fine. I really don't get the point of the shell spam. They're VERY annoying to deal with, and being this far into the level, having to mess with shells, eggs, birdo and a pit is not fun. Sure, the shells can be used as ammunition, but I hope you realise how finicky it can be to pick up a shell moving at Mach 3 and not get hit. Pretty finicky.
Yeaaaaah, I didn't have too much fun with this, my apologies. It just has too many things that bring it down for me. At least it had substance as a whole, and I felt like I was going through a connected...facility(?) of sorts, so you get points from that.
Chad - 7.50
This is a super unorthodox level, but in a really intriguing way. Both the design and theme are highly unusual but also pretty workable. The transitions between water and dry are a lot more intuitive in the way you did them than one might expect, and they give the level a very otherworldly cosmic feeling. They were a bit inconsistent at times, in terms of bridge tiles and waterfalls either being transitional/swimmable or not, but they're never threatening. The layout overall is complex to a degree that's fun to navigate, with a nice amount of exploration and puzzle. The P-switch route actually escaped my notice the first time due to the unique layout, but the level was nice enough to allow me to return and the area's small enough that I can easily narrow it down. However, the backtracking from the switch itself was unnecessary, you could have just had the pipe closest to the P-switch lead back to the place you need it or close to that. Moving layers are also put to interesting use, like that pipe you have to keep up with, and the very smooth but sometimes precise spike layers. Enemies were often awkward, either colliding with things in ways they shouldn't or dying before you could interact with them, such as one of the Buzzy Beetles on the way to the P-switch and over half of the Grinders. They also didn't interact with the pipe very well, but that area was otherwise laid out nicely. The fast-moving Jelectros are excessively difficult, and probably don't need to be there due to the narrow space. The first Birdo fight is ordinary and not needed, especially when you have a much more interesting and challenging second battle at the end. In general though, this was a super different level and I enjoyed it quite a bit.
ElTipsta - 7.50
I really like the atmosphere in this level and am impressed with the way it has been constructed within the constraints. You have an underwater sewer/black/underwater hybrid which is vibrant which is really appreicated. However, Forcing the player to take damage if they are big in order to fit through the gap and grab the P-Switch is not a good idea. i would suggest raising the ceiling to the right of the spawner would fix this issue. The section with the moving layer was a really neat idea but is also very difficult, particualrly near the end. Otherwise this was a very fun level! ^^
24. ShyGuyOfMoonside - SubconJourney - 5.38
Bossedit8 - 6.75
This SMB2 level is nice but some of the areas are really questionable... like a bunch of grass but lack of enemies to deal with. Main level was nice and all but specific areas where you have to blow up with bombs and such, they won't regenerate which means if you miss all of it you pretty much have to reset. there are 2 SMB2 stars in the level, one before the halfway point and the other at the end of the level where Wart is. At the halfway point section... quicksand areas. You don't really have to go into the quicksand to get stuff from it but if you do, for sure it takes a while to get to 'em. Rewards for this level was neat if you find 'em. Oh and hi Wart at the end of the level where the second star is but here's a fun fact. You can skip the Wart fight by entering the door at the far right behind Wart so you don't actually have to fight him if you have more than one hitpoints. Good job not hiding the door with a layer and make sure that it only shows after someone defeats Wart.
Wraith Adamknight - 5.14
I really don’t have much to say to this level. It was long and boring to be honest. It was very nice how you incorporated to many side paths, but don’t have a secret star also end the level. This type of design is frowned upon due to the time it takes to get back to this point. On top of this, if you are going to make a boss….make it required. I simply took the hit and just ran past him.
Zipper - 3.50
I'll be honest, the whole overworld area at the start, up until the desert part, felt like a bad bootleg of the 1-1 from the original game. No moving layers to simulate logs, no pow blocks, no subcon pathways. Also, limited bombs to blow up blocks that are NECESSARY to destroy in order to progress. As someone who has terrible aim with Toad, this is downright unacceptable. Getting hit upclose is already a punishment, I shouldn't need a "go back to start free" card just because I misfired a few times. After that, we have an end star that's locked behind more limited bombs. But wait, that's not the end of the level, the star just happens to end it. Fortunately I noticed the level kept going, or my score would've been much worse. The desert area, while slightly more original, was pretty short and bland. Also, hiding things under quicksand is one thing, hiding them around 3 blocks deep and 2 blocks away from the surface is unacceptable. I hope you realise how DISGUSTINGLY slow the player moves while in quicksand. I felt instant regret when I decided to go for the secret at the end of the desert area and realised my way back is an agonizingly slow process of mashing Jump like hell(And my rewards were a few 1-ups, a shroom and a crapton of coins that I had to pick up individually because screw the player's keyboard, they can replace buttons later, right?). I'm sorry, it was just....an experience I don't want to re-live. The boss was nothing to note either, except I cheated through it because screw going through that zone again.
I want to say something positive about this, I really do. Sadly the only thing that comes to mind is that "you can jump and stuff and it's not stupid hard". Everything was either unremarkable or done just right to piss me off.
Chad - 5.00
A rather nice tour through a bunch of different SMB2 themes. The design is fairly standard, but each area changes up the design type a bit to add some variety while making use of a few different classic elements. However, bombs should be on generators and not finite, quicksand's no fun to swim in, a Snifit shouldn't be in a narrow tunnel that's only as big as its entire range, and Wart can be skipped by running past him if you're big. You provide three Mushrooms right before him though, so the player really isn't prevented from doing that. Still, a fine level. It has a lot of good secrets, too. It's not the most creative thing, but it plays well and changes it up here and there.
ElTipsta - 6.50
Not too much to say about this one to be honest. Aside from the fact that there are too many buried objects, and most of them are coins or veggies. It increases the runtime if players go and pick them up, which I'm sure bossedit8 enjoyed doing. Aside from that, a fair SMB2 level with the usual flavouring.
23. Duster - Somnium - 5.50
Bossedit8 - 8.00
Pretty cool SMB2 level. I do like the basic SMB2 level design right here with plants to throw at enemies, enemies to throw at other enemies... haha. Well, it's pretty basic and I do like it like there are even multiple pathways at one point. One hard one and one easy one with a 1UP. Also I like that you put the Mr. Saturn in one of the grass NPCs. I've seen that guy so rarely in any SMBX Episodes thus far... so sad that this NPC is rarely on use in action. Anyway, not much to say but this level was very nice. At the end, the section looks like that you came here but there's a star instead of a door. It's a very nice level.
Wraith Adamknight - 5.42
this is one sassy level. It makes you go through the entire thing just to end up back at the start to claim a star. On top of this, the star’s death results in a door appearing. I wasted my time going through the level to see if this door was like some secret path; which it wasn’t. So...it tricked me into playing it more than one…such a sassy level.
However, I do have a legit review to write. Level was way too easy and didn’t bother to incorporate anything new, inviting or innovative to the level. So really, it’s just kind of casual and bland.
Zipper - 4.10
This seems to be suffering from a severe case of "I can't believe it's not 1-1!". Nothing interesting really goes on, and my only timewaster is plucking plants off the ground and not really doing anything with them. Also, occasionally plants gave you weird items like Shyguys and Mr. Saturns. It's funny on a meme level, maybe, but here they just felt sort of pointless and out of place. But that's just a minor nitpick.
...I really don't have anything to say more. The level was short and pretty flat, with nothing for the player to keep interest on. The only notable thing I can think of is the shortcut in the first section that allows you to skip the pipe. That was a neat little timesaver and I appreciate giving the player a "harder faster" path over the "slower easier" one. Perhaps if the level was longer, you could've done this on a bigger scale, and turned it into a gimmick in itself?
Chad - 3.50
Most of it feels rather close to a SMB2 1-1 remake, or at least something that accomplishes the same. It tries to deviate a little bit into its own thing halfway through, but it's mostly the same ordinary platforming that's not too far off from what it started with. Change it up a bit, experiment with blocks and enemies to create more varied interactions that give the level its own identity.
ElTipsta - 6.50
An interesting level, that goes through an SMB2 world. Nothing really of note on this one to be honest, though I will say it was nice to see somebody use Mr Saturn, he dosen't used at all in SMBX these days.
22. Marina will never be a CC judge (Valtteri & Quill) - Legacy Editor Masterrace - 5.59
Bossedit8 - 7.50
A level... going left instead of right. Begins in a desert with a very weird music choice. Seriously, you're in a desert walking and jumping to the left while SSBB Waluigi's Pinball is playing in the background. Not only that but in the undergrounds too. Well, apparently Waluigi has a fun time in this level until Mario encountered it then Waluigi forgot to pick up his music box while he runs away from this place. At least that is how I can tell as of how the music choice comes to existence in a desert and in the underground area. Anyway, level itself was nice for a regular level like that and I do like what you did with certain items going further like a springboard and it doesn't drag on way too much about it since it's only once to do it in this level. In the undergrounds, at the end of it there's a house with a bob-omb buddy, telling you to go further outside of the underground which results with a forest area with MKWii - Mushroom Gorge music playing. Ok then. There's one house that's empty... but if you actually check it further you get a 1UP that's hidden. There's another hidden 1UP at the middle of the big house vertical wise. Inside that house though there's a Volcano Lotus that's just... stupidly placed. You gotta spinjump up there with high amount of momentum aswell and with the lotus' projectiles it is even harder to even get up there. It would of been better if the entire bridge where the Volcano Lotus is with more space to move to the player (5 bridges big, not 3 so you don't have to be forced to spinjump) and also one block higher so it's easier to get up there (without force momentum) but no, it has to be this stupidly difficult. Without that annoying placement at that specific house it would of been way better but apparently not. After that, you're on the higher elevation of the same section and at the end of that there's your star. Overall, a very nice level even with weird music choicements and that one Volcano Lotus placement inside that one house... just no.
Wraith Adamknight -1.14
I have no idea what this level was trying to do, but overall I don’t like this level. It is both huge and claustrophobic in my opinion. On top of this, these houses are creative, don’t get me wrong, but they are just so ugly. I know it is a form of Japanese house, and you ported it creatively, but it was just so ugly that I really can’t accept it. On top of this, the level just feels like it ends randomly and suddenly, which is akin to this level’s awkward pacing. Overall, a lot of work is necessary in order to revamp this level.
Zipper - 6.80
Confession time! I don't know how to beat this level legitimately. The house area with the lava lotus completely stumped me, so I had to moonjump my way through. Other than that though, this was an interesting little stage. The most notable thing, of course, is that the main path goes left, rather than right. I found this to be really interesting, because despite being nothing more than a design choice, it actually somewhat affects the player's perception, sort of like how the Mirror Cup in Mario Kart is harder than it looks. That aside, the level was generally open-air and wide, allowing the player to do manuevers around obstacles freely. Being less limited when platforming is always a plus. Still, most of the level is just moving between the floor and the sizables. There's really nothing interesting going on that I can think of. The pyramid side path was a nice little change, even if small. But other than that, even after the dreaded lava lotus, the level just does its thing and then ends. Final notes; Atmospherically pleasant, level design is wide and generous, gameplay itself is a little dry.
Chad - 6.00
A really nice-looking level. Very natural and logical construction and decoration, nice arrangements of sizables and terrain, and a good degree of thematical variety that gives a real feeling of progress. It does more visually than in terms of gameplay, as that's relatively standard and consisting of ordinary progression, but it's built to a pretty solid and stable extent. Distributions of enemies and deviating landforms are fine, but the influence on the experience is moderate, as you can just breeze through a lot of it. Still, it's functional and doesn't pose any unpleasant problems besides that Lotus jump near the end requiring a hit because only Luigi can spin-jump high enough. I like the attention to detail applied to the insides of buildings and the expansiveness of the final area, though.
ElTipsta - 6.50
Wow, a level ging to the left. I like that. The desert section and underground sections were well designed, but the level awkwardly transitions into a jungle. I like the 'inside house' designs is a nice charm. However, The Volcano Lotus inside the house on the far left should be removed. It's tricky to get past that and gos against the difficulty curve of the level. Otherwise nice job.
21. glitch4 - Iceblock Castle - 5.70
Bossedit8 - 7.25
Entrance till the iceblock castle area is alright then going inside, annoying wall where you have to bomb up. Then average platforming area with enemies to deal with and such. There's a bonus area where you can get 1UPs if you're doing this correctly and such... not too bad. After that you have a vertical section with a fairy power up and if you get hit there no matter where you have to do the whole section again... on top of that there are certain NPCs such as Thwomps that are appearing out of the sudden at the top of the screen if you don't follow the coin trails. After that you need the fireflower to get to the secret star section but before you even get to the secret star, an elevator is on your way going down which is alright. Hey, it's boss time at the end which is survival... was ok but at some point too spammy including ice physics... then at last, Larry. Thank you for your messages by the way.
And the douchebag-of-the-month-award goes to
Wraith Adamknight - 0.00(Original score of -1.00 was rounded up to 0.00)
This level doesn’t get a normal review. You get negative points due to so many issues. For one, the boss uses a curse word, which I find bad for as game meant for children. Entire level is filled with ice physics and precise jumps or obstacles. One section is filled with obstacles that you have to avoid with the fairy powerup. Get hit once, and you havew to redo the ENTIRE section again. Then there is the damn boss…that was just both lazy and bad.
Zipper -7.80
Ouch, my eyes. SMBX really doesn't really give much for icy levels, huh? Someone should fix that. Anyway, this is a pretty good fortress level. Really reminded me of the Ice World Fortresses in SMB3 for at least the first half(by the way, please remove the bob-omb wall blasting, timing challenges that early into the level aren't nice). And then it got a little more original by the second. The conveyor belts and donut blocks are nice, they force you to control your footing in a completely different way than ice blocks do, and that keeps things from growing monotone. The fire flower part was a little slow due to how cramped it was, but it wasn't too bothersome. Still, it'd be nice if you gave some breather room. I internally screamed when I saw the fairy room but, it wasn't TOO bad, as I only got hit once. Still though, you might want to create a pseudo midway point where players can restock, to keep last second damages from making players ragequit.
The boss had more coins than projectiles, falsely leading me to believe that its attacks would be strong. Nope! They're just piddly Bullet Bills. Not very exciting. The Rinkas were more of a challenge, but I don't want to encourage their overusage.
Anyway, not bad, a little rough around the edges, but it can be perfected.
(also is it just me or was that the greatest bonus room ever?)
Chad - 6.00
A pretty elaborate castle, especially one that does a great job of using the different-sized ice blocks for its foundation. It has a nice classic design scheme with a pretty wide variety of hazards and obstacles. Difficulty is handled cunningly, but could be a little more forgiving on powerups and length considering the somewhat narrow space and limitations on momentum. It seems more designed like the castle wasn't actually meant to be icy at first, because most of the platforming is slow and precise given the somewhat jagged layout. The conveyors are included well though and I enjoyed the fairy section, especially with the provided return pipes, but an upward section is not a place for Thwomps that can trigger offscreen like that. I also found the frozen coin section to be lengthy and timing-based bomb-throwing to be tedious. Bonus rooms are handled creatively, but the boss was more flashy than purposeful. The indicators are good, but it's just a few standard evasions followed by an ordinary fight.
ElTipsta - 7.50
This is a really well done level made using iceblocks as the main surface. I quite enjoyed this level, tohugh there were a couple of nitpicks. The section where you have to melt the ice blocks to proceed is difficult, especially where you ascend upwards. I would remove the Munchers at least, but it's tricky to the point where I cheated through bits of it. How do you do this? I genuinely have no idea. The lava felt out of place tbh. The boss was good though.
20. AirShip - Airship Fields - 5.73
Bossedit8 - 7.75
"Bowser, have you worked on your Airships and Tanks lately? Too bad they're not really functioning at this point!" For a short SMB3 World 8's Tank level without autoscrolling it was pretty nice and I sure love how the design goes for linearity and such but well... all I can say is... you give me a SMB3 roulette exit at the end. Thank you for your patience!
Wraith Adamknight - 2.28
This was an interesting idea, don’t get me wrong, but a few things both me. For one, this level is composed of mostly tanks, not airships. On top of this, the level doesn’t scroll nor require a specific pace, killing any immersive action a tank level would normally have. One big issues I have is the graphical choice you took in constructing the “border” of the level. I liked that everything faded to black, but this is a concept best left on paper. Seeing the pipes cut off into blackness yet still be solid is a trick to the mind. On top of this, it feels incredibly claustrophobic having a pure black “border” at the top and bottom of the screen. Lastly, work on your difficulty and level length. You had a good idea here, but you didn’t really do anything with it sadly.
Zipper - 6.10
It's uh, pretty nice. It has a grand total of 2 airships, so that's sort of disappointing. But still, it certainly captured the vanilla vibe pretty well. You could put this as a World 8 level in SMB3 and I'd believe you. It's occasionally pretty tight to move around, and there are no checkpoints, but the level isn't long enough for that to be an issue. I can't really complain about it being same-y all the time, as it didn't last long enough to get stale. It's just that...it's a slightly boring, you know? Everything feels so static, with minimal layer movement usage and no events. Spice it up with something that surprises the player, and it'll be a much more exciting experience overall.
Chad - 5.50
Not bad. It has somewhat of a classic Invasion feel to it, and the letterbox is a neat visual choice. I like how this is less a traditional tank level and more like a scrapyard of spare parts, sort of. Design is pretty standard and the level's rather short, but there's a nice degree of smart enemy/obstacle arrangements throughout which create clever difficulty and fun gameplay.
ElTipsta - 7.00
I really liked this level. This is basically a tank/airship level hybrid level with pipes. The level was well decorated and fun to play, and the evrnts on the airship were a nice touch. Minor note - the Roto-Disc only appears once, so it's out of place, and it's a little too short, mind.
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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Mon Apr 25, 2016 11:00 am
this contest has the best scores
(especially wraith's)
Last edited by RudeGuy on Mon Apr 25, 2016 11:04 am, edited 1 time in total.
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Mon Apr 25, 2016 11:04 am
I'm getting Wraith into therapy, brb
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h2643
- Reznor

- Posts: 2890
- Joined: Sat Dec 21, 2013 7:23 am
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Contact:
Postby h2643 » Mon Apr 25, 2016 11:05 am
templets
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ShadowStarX
- Bronze Yoshi Egg

- Posts: 1751
- Joined: Mon Jan 27, 2014 7:21 am
- Pronouns: he/him
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Contact:
Postby ShadowStarX » Mon Apr 25, 2016 11:06 am
Val&Quill are already out? Geez what a surprise
People left:
Enjl & snoruntpyro
Darkonius & Spinda
Circle Guy
Camacho
RoundPiplup
h2643
Catastrophe
MosaicMario
Sux
ssumday
Ness-Wednesday
RudeGuy
HenryRichard
witchking666
andregemeo23
Snessy the duck
Shinbison-kof
Nat The Porcupine
Yoshi678
Also, what's up with Wraith giving a 0 on a level which got 5s, 6s and 7s from other judges?
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RoundPiplup
- Dolphin

- Posts: 1141
- Joined: Sun Jun 15, 2014 12:03 pm
Postby RoundPiplup » Mon Apr 25, 2016 11:08 am
What... I didn't expect such short level to score higher than that... I think I should prepare my level executioner on my CC12 level.
And now I can see why... Negative points are overpowered.
Last edited by RoundPiplup on Mon Apr 25, 2016 11:10 am, edited 1 time in total.
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Marina
- Cecil

- Posts: 2381
- Joined: Sun May 25, 2014 7:01 am
- Flair: everything's still romantic, right?
- Pronouns: she/her/they/them
Postby Marina » Mon Apr 25, 2016 11:09 am
ShadowStarX wrote:Also, what's up with Wraith giving a 0 on a level which got 5s, 6s and 7s from other judges?
quite frankly im asking myself the same
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