Official community level contests.
Moderator: Userbase Moderators
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Quill
- Rydia

- Posts: 812
- Joined: Tue Dec 03, 2013 12:51 pm
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Contact:
Postby Quill » Wed Dec 31, 2014 6:50 pm
xXx ~ ELSA_ TIER 1-4 OR RIOT ~ xXx
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Bomber57
- Red Yoshi Egg

- Posts: 900
- Joined: Sat Dec 21, 2013 11:54 am
Postby Bomber57 » Wed Dec 31, 2014 6:50 pm
xXx ~ ELSA_ TIER 1-4 OR RIOT ~ xXx
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JupiHornet
- Boom Boom

- Posts: 2399
- Joined: Tue Sep 02, 2014 5:43 pm
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Postby JupiHornet » Wed Dec 31, 2014 6:52 pm
Bomber57 wrote:xXx ~ ELSA_ TIER 1-4 OR RIOT ~ xXx
This isn't asking for a ban at all
Anyways come back Valtteri ;-;
Btw he was on IRC not too long ago, but he left again I guess
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Mivixion
- Fuzzy

- Posts: 1052
- Joined: Sat Dec 20, 2014 2:44 pm
Postby Mivixion » Wed Dec 31, 2014 7:25 pm
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Valtteri
- Birdo

- Posts: 2150
- Joined: Sun Dec 01, 2013 1:16 pm
Postby Valtteri » Wed Dec 31, 2014 7:44 pm
We now have results and I'll be posting them over the next four days. Thanks to the judges for doing your best and also to our replacement judges bossedit8, Bomber57 and zlakergirl357. Enjoy!
Tier 1 Places 51-60
60. GLD4 - No (0.18/10)
- Chad (0.0/10)
- My thoughts exactly, level title.
Joey (0.0/10)
- I jumped and caught the star and then walked off the platform.
Quill (0.0/10)
Layla (0.9/10)
- "elsa is love, bomber57 x tntimelord is life" omggg 100000/1 this is the awesome thing what have you done with this level :DDD 111111/10
Valtteri (0.0/10)
- OH NO YOU DIDN'T.... omfg you put elsa is love in that text IM SO EXITED IM BEEN FORWADING MORE OF YOU SO MACH :)))))) 10x9x8x412/1 ~ Volttery
59. lucasandrianogb - Patience (1.2/10)
- Chad (0.5/10)
- An interesting idea, but definitely not one that functions well in practice. The entire gameplay is just being able to trust any jump or movement, because any invisible block you aren't expecting (which could be potentially any of them) will lead you into a Spark or falling to your death. You don't always have the luxury of being patient as you recommend, because a moment's hesitation in some spots will get you hit by an enemy. The only thing this level does is demonstrate an unfair gimmick that doesn't play well, and the design is extremely lazy on top of that.
Joey (1.0/10)
- I don't have time for this, sorry. It's a cool gimmick but one section of it was enough.
Quill (2.0/10)
Layla (1.5/10)
- I didn't have any. Also, I want to say this trick is very cool, and I can definitely see it being abused in the future.
Valtteri (1.0/10)
- Dude, no... The concept has potential but this is just about the poorest way you could execute it.
58. HarrisonTheKitsune - Mario's Half Minute Winter Adventure Variant 2 (1.98/10)
- Chad (1.3/10)
- I'm sorry, but this just really isn't good. It's mostly just random block placements with no specific design plan or consistency for a couple of screens. Everything's on a moving layer that's not only unnecessary, but complicates the gameplay strangely, such as speeding across ice or having jump physics unexpectedly altered. The instant pipe warps are weird, the ice block wall that acts as lava is mean and nonsensical, I have no idea what the other sections are about (especially when trying to enter them outright kills you), and the rest of the design is very barren and accomplishes nothing. I couldn't enjoy any of this, and there was hardly a single aspect that functions the way a level should, honestly.
Joey (2.0/10)
- I don't really get it, but it was kinda fun.
Quill (2.5/10)
- what the fuck if you enter a door you die and what the actual hell was this level
Layla (2.1/10)
- Not exactly sure how aware you were of how poorly ice physics act to moving layers, and that played a huge role to how buggy and strange the level was considering the entire level moves to the right. I think autoscroll would have been the better friend here and it would have made your level a little bit higher in quality.
Valtteri (2.0/10)
- Hi. I don't understand... does the level have to move? This is just weird, I go all over the place without any kind of set direction and then suddenly find the star. Yes, I would say I did this in less than 30 seconds.
57. Bj007pro - Pipe Maze (2.72/10)
- Chad (4.4/10)
- Eh, didn't care much for this one. It's one of those "keep going in random pipes until you eventually get it right" levels, which don't feel much like I'm accomplishing much as a player. From a design standpoint, it's just a big cluster of pipes with some required invisible blocks with ambiguous placements here and there. I will say I enjoyed the second half, as it had some actual clear path and feeling of challenge to it with that ceiling of Piranhas and those tricky jumps, but it was a short-lived aspect of the level because the second half is way smaller than the first.
Joey (2.0/10)
- I came out of a pipe and couldn't go anywhere.
Quill (1.0/10)
- fuck the invisible blocks
Layla (4.7/10)
- This level is exactly the nightmarish cruelty the designer intended it to be. The entire level is a complete randomized pipe maze, nothing but pipes. It's virtually a guess & check as well as a trial & error level and while in some cases that can work, in this one, it really did not. Better luck next time, make the level a lot more enjoyable. (Hint: if you find a ceiling of nothing but piranha plants, you're at the end)
Valtteri (1.5/10)
- Ugh, really... This isn't fun. You get a 1 because you probably put a little thought into this maze. But gameplay-wise it's pure trial and error and it's as boring as it gets. I don't like it.
56. meowflash - The Worst Level Ever (2.74/10)
- Chad (4.5/10)
- I don't know if this was intended to be a joke level, as it does have a minimal appearance and a name that suggests it, but it's actually not too bad. I actually like the tight jumps/obstacles and mazelike quality to it. It isn't much to look at, as it's sort of a barebones level, but it's alright from a functional standpoint. It's short and fair to play while being slightly interesting, given the event functionality and hazard arrangement.
Joey (1.0/10)
- Definitely not the worst level ever, but it was pretty much just a short puzzle.
Quill (2.5/10)
- I wouldn't call this the worst level ever. The small pieces of platforming were kinda cool, though very basic. If you could put in more effort, this could have been better.
Layla (3.0/10)
- This level was entirely in itself a compilation of a few clever little puzzles, but overall not the greatest submission idea for the contest. I won't say I didn't like it, however.
Valtteri (2.7/10)
- I can tell from the name the author did not expect to place high with this level. And that's good because they won't. It's one of those cellphone game kind of levels where rooms are 1 screen in size and you have to go through a very narrow path and dodge spikes and enemies and whatever. Takes about a minute to finish. I'm not impressed.
55. Zeldamaster12 - Cave of Complexity (2.96/10)
- Chad (2.3/10)
- This level is WAY too narrow and requires pixel-perfect precision in every spot. It's clearly designed with the intent for the player to remain small, but even then it's nigh-impossible to get through, and it's unreasonable to expect players to try and avoid things like fire Piranhas and multiple chasing Koopas in such small areas without ever taking damage. Also, I'm pretty sure the Spiny after the water segment is impossible, and breaking the bricks is a cruel "one chance or you're dead" scenario. At least the level's really short, so if you have the patience to clear the obstacles in this level, you'll probably get it eventually. I like the exterior decoration you gave it, but I can't honestly say I enjoyed much else about the level.
Joey (2.0/10)
- Besides the fact that I had to remove a yellow spike and a brick block so I could get through the level, this level was full of unnecessarily difficult NPC placement that got careless toward the end. The level was also kind of short.
Quill (3.0/10)
- There's nothing complex about this cave. It's horrendously cramped. There's a segment that requires Big Mario, and the part after that requires you to be hit as Mario is too big to enter. Work on that.
Layla (2.9/10)
- This would have been an amazing attempt at a completely vanilla level, but you really screwed it up by including impossibly tight spaces, overload of enemies (some parts are virtually impossible without getting hurt), and no power-ups or coins. I'm willing to bet you gave more room to attempt to put in more scenery than you did the actual accessible and playable areas. It was a nice attempt, but it turned out to be a nightmare of a level.
Valtteri (4.6/10)
- There's nothing wrong with tough levels. Except if you constantly get stuck. Please eliminate any parts where the player could possibly get stuck, such as the part where you have to either be big or have a Koopa Shell to break a couple of bricks blocking your way. If you're small and kill the Koopa, there's no way you can go. There's also a really tall pipe at the end of the level and you can fall behind it and never get back up. The challenges in this level are too Kaizo-like with all the narrow places and enemy spam. I don't like the looks of the level. Most of the tiles and spikes for example don't mix at all.
54. SamyPlaysSMBX - Bowser's Tank Attack (3.02/10)
- Chad (3.0/10)
- Honestly, there isn't really much going on in this level. It's just a couple of tiny rooms, a cannon that camouflages perfectly with the tileset, a very minimalistic Bowser fight, and you're done. I did like the idea you had going for conveying the interior of the tank, and you could have expanded upon that. The idea for the transition back to the outside was neat too, but easily broken by falling back in and warping back and forth without even trying to. Other than that, though, the design is pretty effortless.
Joey (2.0/10)
- That was...poorly made. I didn't care for the ground tileset at the beginning, and all of the characters' dialogue had every word capitalized. The boss fight was uninteresting and the background switches (a cool idea) were not programmed correctly.
Quill (3.0/10)
- Toad was right. I /could/ do it. So this level was short as heck. The background changing when you left the super small tank was clever, but glitchy. That was really the only thing that stood out in this level. Everything else is pretty meh. The shortness of the level doesn't help it either.
Layla (2.9/10)
- This was a really quick level. I liked the gimmick of going inside the tank the background would disappear and then going outside would make it reappear. It may be rather clunky but I thought it works somewhat fine. But then RIGHT AWAY we fight bowser instead of this being a solid level. The Bowser fight was very uneventful and due to the billy gun it ends very quickly. Nice attempt at a tank level, but you need to make it a whole ton longer.
Valtteri (4.2/10)
- The tank looks weird but I kind of like it. It's different! I did not expect the pipe to lead right next to me and fell on the Spiny and that was annoying. The transition between inside the tank and outside is a cool idea but the implementation doesn't work unless you go back and forth for a while. And that was a really short level, too.
53. BlimpFruit - A Very Short Space Level (3.24/10)
- Chad (4.2/10)
- Basically what its name suggests. What's there to play isn't bad, and the little meteorites you hop across have good structures to them, but it's over in less than a minute and doesn't offer anything significant along the way. The atmosphere is kinda neat, though.
Joey (2.0/10)
- This level was exactly what it sounds like. Speaking of sounds, the custom music was pretty cool but the stock FL Studio drums stick out. The cave graphics (styled a lot like SMB2/3) clashed with the background (more Metroid-looking), both of which didn't look good with the SMW-styled enemies.
Quill (3.0/10)
- I dunno man. It feels rushed! I just don't know. What was given had a nice taste, but you obviously need more! You need to press on, and on, AND ON!
Layla (3.0/10)
- It's not that great of a level. It visually looks just fine, and I thought the ways you used the Super Metroid background objects were very clever. I personally don't think the brown hills go very well with the blue gem-filled asteroid blocks, the jumbled pixel background objects also seem poorly done. The background is also a little blurry. I cannot stress how much I hate floating water physics in SMBX and the ways you mixed the space bubbles with the star enemies was a nightmare to dodge. Design, to the contrary of the random toad at the very end, it did feel rushed.
Valtteri (4.0/10)
- It's too short to be given an average rating. I'm not too fond of the brown BGOs, they don't fit.
52. MyNameIsEric52 - Central Factory (3.28/10)
- Chad (1.5/10)
- Sorry, but this isn't good. The design is extremely minimal, and everything indoors blends in with the background. There isn't much going on except for a few jumps, insta-kill fire, and going through doors. One of them glitches you through a solid block, too. A few of the Koopas are weirdly difficult to avoid too, either because of a really cramped passage or because it's near a door you can't see yourself come out of at first. This just really isn't much to look at or enjoy playing, honestly.
Joey (4.0/10)
- This level was really short and didn't provide much challenge to the player at all. The locked door was apparently useless because I was able to find a different door and press a switch that destroyed the factory. The inside was made up of only small gray pipes and their joints, which clashed somewhat with the background. I don't see the point in the restyled Koopas either, and I don't think they look good with the SMB3-styled ice atmosphere outside the factory (which had too much snow and not enough scenery/colors that aren't white). The music was cool, though.
Quill (3.5/10)
- At first I thought this was a reference to something else, but I should have known better. Anyway, what the heck happened in this level? Things got blown up. It was weird. The level was okay, despite it's length. Not too much great about it. It was weird.
Layla (2.4/10)
- I'm going to not talk about the downright awful language translations used in this level and explain the really bad designing flaws. First off, I walk into the factory, and it's about to give me a key that doesn't work. What the hell was the point of that? I will also now mention how that part right there is half of the level. There's a cheap entrance to one of the last sections as I appear right on a doorway of a 1 block platform between two holes. Please put those holes where a player will fall in them before realizing what happened. The length of the level is just really short so there wasn't much hope for embelishing further onto the design, so I'd suggest making the level longer.
Valtteri (5.0/10)
- The pipes inside the factory blend way too well into the background... Please do not place hurtful blocks like the fire on the same level as the floor edges or the player will get hurt by standing on the edges. The factory explosion thing is actually pretty cool, if not done a bit too simply. You could at least have changed the Toad's dialogue after the factory is destroyed. Also please don't place warps on thin pipes, it's weird.
51. Paradox Master - Shroomba's Wrath (3.38/10)
- Chad (3.8/10)
- Somewhat of an intriguing story, but not one that's told especially well, honestly. The design is kinda messy, with inconsistent and empty visuals, enemy placements that are sometimes (but not always) needlessly difficult and awkward to predict, and not a lot of room to avoid them. I know the difficulty is supposed to demonstrate Shroomba being an elite Bowser troop, but it doesn't make things nice to work with from a gameplay standpoint. The Paragoomba spam is especially unfair, and the boss is basically "hit Shroomba once while tanking some hits", but some of the enemies do at least offer some fair challenge. There are some interesting ideas, such as the falling Goombas and the crushing brick ceiling segment, and you do offer a powerup to work with to make the latter doable, but if you know that something's buggy then you shouldn't leave it in. If you do, try and find out why, and explain to players how they should be careful rather than just saying "be careful". You at least put the midpoint right there to accomodate this somewhat, though. Overall, there are some neat gimmicks, but not all of them are executed enjoyably and the design's odd-looking and difficult to maneuver at times. This could be something really neat with some improvement.
Joey (3.0/10)
- This level was a mess of different tilesets. The chasing Paragoombas were not a good idea, and the final boss didn't make any sense and had too many random NPCs. I guess the best way to sum up this level is that everything is scattered and messy and there's no coordination in anything, especially the graphics.
Quill (4.5/10)
- I'm not really sure what to say about this level. I appreciate the unique ideas, there's some cool ones here for sure. There's a lot of problems though, such as enemies appearing out of nowhere as well as the main boss who is just enemy spam all around. Work on these things.
Layla (2.2/10)
- I had a fairly difficult time taking this entire level seriously, mostly because you added a LOT of cheap hits, as well as the overpowered hammer suit (which really didn't make much of a difference with overloads of enemies and cheap hits every other screen). I did like a few of the event ideas you pulled off, like the SMB3 bricks moving slowly down you had to break through. Even with the rather terrible designing, some of the talk events were rather funny to me. I will point out there are way too many goombas in the boss section because the generators all generate way too fast.
Valtteri (3.4/10)
- I can tell you had big ideas for this level. Unfortunately the execution is very lacking. The tiles that were used didn't mix at all. The level looks like a mess. The only custom graphic seems to be the yellow big Goomba that was probably created with MS Paint and it's all pixelated. The events in the boss must have taken a while to make though, and I appreciate it.
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Flying Brick
- Chain Chomp

- Posts: 315
- Joined: Thu Aug 14, 2014 3:16 pm
Postby Flying Brick » Wed Dec 31, 2014 7:49 pm
Woop, I didn't end up on the bottom, at least!
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h2643
- Reznor

- Posts: 2890
- Joined: Sat Dec 21, 2013 7:23 am
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Contact:
Postby h2643 » Wed Dec 31, 2014 7:56 pm
I feel bad for GLD4, but at the same time I don't, because he made his level bad on a purpose.
Anyway, good to see these results, I guess.
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JupiHornet
- Boom Boom

- Posts: 2399
- Joined: Tue Sep 02, 2014 5:43 pm
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Contact:
Postby JupiHornet » Wed Dec 31, 2014 8:18 pm
I hope I don't get into Tier 2 again ;-;
My level is a lot better than my CC9 one though.
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bossedit8
- Banned
- Posts: 6838
- Joined: Fri Dec 20, 2013 12:35 pm
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Contact:
Postby bossedit8 » Wed Dec 31, 2014 8:25 pm
Wish these peoples wouldn't make bad Levels on purpose though... like, this is getting incredible old.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Contact:
Postby MECHDRAGON777 » Wed Dec 31, 2014 8:27 pm
bossedit8 wrote:Wish these peoples wouldn't make bad Levels on purpose though... like, this is getting incredible old.
I am going to agree on this!
Last edited by MECHDRAGON777 on Thu Jan 01, 2015 12:24 am, edited 1 time in total.
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glitch4
- Banned
- Posts: 2577
- Joined: Tue Dec 31, 2013 3:43 pm
Postby glitch4 » Wed Dec 31, 2014 8:37 pm
<Elsa> i'll post 2 and 3 in ten hours
So excited more for this!!!
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meowflash
- Guest
Postby meowflash » Wed Dec 31, 2014 9:33 pm
Now I have 56th place.
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SuperWingedYoshi
- Volcano Lotus

- Posts: 547
- Joined: Thu Feb 27, 2014 9:23 am
Postby SuperWingedYoshi » Wed Dec 31, 2014 10:06 pm
So I made it past Tier 1 apparently. Wasn't a big surprise though. Considering the ratings that appeared in Tier 1, I think I'll end up in Tier 3.
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Zeldamaster12
- Cid

- Posts: 4105
- Joined: Mon Feb 24, 2014 7:43 pm
- Flair: stop looking at my flair dangit
Postby Zeldamaster12 » Wed Dec 31, 2014 10:26 pm
Ouch. Didn't expect to get such a low spot.
Also, I tested my level a lot, so I can assure you that it's possible.
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Sewpah
- Volcano Lotus

- Posts: 554
- Joined: Wed Jul 09, 2014 10:07 pm
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Postby Sewpah » Wed Dec 31, 2014 11:26 pm
Happy New Year, guys! I see that now we welcomed 2015, I saw the first results. And I can see that 1st place gets a perfect ten because 51st place got almost a 4. I guess we're going to have the second results in the morning.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Contact:
Postby MECHDRAGON777 » Thu Jan 01, 2015 12:26 am
SuperWingedYoshi wrote:So I made it past Tier 1 apparently. Wasn't a big surprise though. Considering the ratings that appeared in Tier 1, I think I'll end up in Tier 3.
You beat me every contest I belive, so I hope we both make teir six
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GameClip477
- Blooper

- Posts: 159
- Joined: Fri Jul 04, 2014 2:48 pm
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Contact:
Postby GameClip477 » Thu Jan 01, 2015 12:31 am
I was going to attempt to submit my level in the last minute but, my level turn out to be very buggy and I decided to wait for the next contest to start. Well, excited to see the results even though I'm not in it and wish good luck to those who are remaining. 
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Willhart
- Banned
- Posts: 368
- Joined: Thu Apr 10, 2014 2:18 am
Postby Willhart » Thu Jan 01, 2015 2:53 am
Valtteri wrote:I'll post tiers 1 and 2 on Wednesday, 3 on Thursday, 4 on Friday, 5 on Saturday and 6 on Sunday. I'll post TOB9 on Sunday too.
It will be really nice to get to play the levels same day when the final results are released.
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CreatorForce
- Eerie

- Posts: 722
- Joined: Sun Jan 19, 2014 12:41 am
Postby CreatorForce » Thu Jan 01, 2015 5:59 am
Finally The Results For Winter Contest !
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zlaker
- Reznor

- Posts: 2844
- Joined: Fri Dec 20, 2013 1:46 pm
Postby zlaker » Thu Jan 01, 2015 7:27 am
Since I'm not in Tier 1 I'm guessing I'll get in Tier 2.
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