Official community level contests.
Moderator: Userbase Moderators
|
|
|
|
-
glitch4
- Banned
- Posts: 2577
- Joined: Tue Dec 31, 2013 3:43 pm
Postby glitch4 » Thu Jan 01, 2015 7:33 am
zlakergirl357 wrote:Since I'm not in Tier 1 I'm guessing I'll get in Tier 2.
Better guessing: you're gonna land in Tier 3-5.
|
|
|
|
|
|
|
|
|
-
Valtteri
- Birdo

- Posts: 2150
- Joined: Sun Dec 01, 2013 1:16 pm
Postby Valtteri » Thu Jan 01, 2015 9:01 am
More results later today!
Tier 2 Places 41-50
50. Lonkified 4 Life - Slides & Spikes (3.54/10)
- Chad (5.0/10)
- A simply designed short grassland level. It's a fairly standard layout, offering a couple of P-switch runs, some strategic jumps, and some spikes. The core structure isn't anything out of the ordinary, but it's not bad or unpleasant to play, and the P-switch runs and spikes are pretty decently and enjoyably placed. It's a brief, but okay experience.
Joey (3.0/10)
- This was a bunch of scattered enemies and blocks, and what bothered me the most was probably the first P-Switch; the only way to get through there was to use a Koopa shell, obviously, and when you do that safely you have no time to actually get under the block without it killing you if you already had gotten the Mushroom. In short, this level was not really that fun and seems amateur.
Quill (2.5/10)
- This feels like someone's first level. If it is, it isn't that bad. It's a good first attempt. In the future, try to add more variety in the terrain as well as the enemies used. The P-Switch runs are kinda dull, so if you're going to have them, spice them up a bit. Add plenty of scenery too as your level will feel a lot more empty.
Layla (4.2/10)
- This seemed to me to be a rather rushed level. It's almost what the name implies (There aren't many spikes and they're only around for a third of the level in the middle). I'd almost say there's more P-switch related stuff involved than there are spikes, so the name is misleading! In all seriousness, I do feel it is rushed, as it just has some quickly made basics for a SMW styled level. A blue beach koopa kicks a shell right in your face on one slide, and a nearly unavoidable banzai bill comes out of nowhere right after the last set of spikes in the level. I'd suggest you get rid of both of those cheap shots. Add a few more power-ups, but I thought there was a nice amount of coins.
Valtteri (3.0/10)
- This level is pretty boring. It's dodging a few Para-Koopas and then pressing a few P-Switches. The complete lack of background objects also makes it look really bland. The level is over in a minute. It feels very rushed.
49. Alex48 - Castle Darkness (3.88/10)
- Chad (2.6/10)
- This level initially presents a standard castle setting that looks to be rather decently done. It offers Grinder-hopping, cannon dodging, switches, and a skull raft among some cleverly-placed challenging enemies to give the player plenty to do. It's a fun, tricky course that's an enjoyable test of skill. But then, the midpoint section hits and everything takes a drastic turn for the worse immediately. As soon as you exit the pipe, you have to deal with three fire Piranhas with virtually no room to avoid them unless your movements are perfect, and if you manage to pass those, you're greeted with a group of very frequent Bullet Bill generators with completely different timings to make them impossible to predict before the plants are even offscreen, so you have to deal with all of those together. The midpoint's right after, but if you die at any point past that, the level becomes impossible to complete because a yellow switch is required, which is only at the start of the level. There's no going back there without undoing all of your progress, because the warps are one-way. This creates a similar problem in the section with the other switch colors (besides the disco-shells that are three tiles from the door you come out of), because you need the yellow switch in there too and that door is also one-way. The room is actually still passable if you rely on using the ? blocks as platforms and spin-jump off of Boos, but it clearly wasn't supposed to be possible that way, and even then, getting the required key is a lost cause. The Lakitu spam section is unreasonable, too. Other than that, all that's left is a standard Ludwig fight with a couple Rinka generators and that's the end. In conclusion, a promising first half is ruined by a completely unfair second half that made the level impossible to enjoy. It would have been fun to play if only the cruel and game-breaking elements were fixed.
Joey (2.0/10)
- I could not find the switch to activate the yellow blocks for the third key. I went around the lock anyway and was greeted with a few Kaizo-style obstacles, and I don't even know if it's possible to get through them.
Quill (7.0/10)
- Oh noes, you misplaceed your starting position! Anyway, this was quite an interesting SMW Castle! It did feel like one too, so good job on that! I appreciated the variety on the different sections, nothing really felt like it had been done before. The Lakitu race was kinda silly and not really needed, it looked like it was added just for the fun of it but unfortunatly it's not that fun. None of the key rooms were really exciting anyway. Overall though, this was a good attempt at a castle level.
Layla (4.2/10)
- You made a few very poor choices when you made this level. I'd say the overload of enemies just about everywhere counts as one, the cheap rainbow shell ambush in section 10, the cheap pipes that send you back to the beginning of section 7, the multiple key door blockade which is used just to make the level longer, and the overload of lakitus in section 9. If you're going to use a challenge kind of gimmick seperate to each section, I'd suggest doing something a little bit more creative than just an major, impossible to avoid overload of lakitus as well, because that isn't a gimmick or a challenge, as it's just straight up lazy designing choices. If your player still has the leaf power-up while arriving at the skull rafts, then the player can use a rainbow shell to nerf that entire section by riding the rainbow shell. I would say there are a lot of coins in the level, however.
Valtteri (3.6/10)
- In this level you take the first door and instantly get killed by three Kamikaze Koopas. Trial and error done the worst way. Ugh, fine, I'll play the rest of the level. Way too many projectiles, almost impossible to survive. I have no idea how to hit the Switches in the Kamikaze Koopa room and hence I am unable to obtain the third key.
48. andialifbatara - Candy Land (4.04/10)
- Chad (3.2/10)
- This is a charming graphical setup for a level, but I can't honestly say I enjoyed it. The majority of the design is extremely narrow and difficult to navigate, and the placements of hazards and enemies do not accomodate this well. Enemies are awkwardly-placed, where most will interact oddly with slopes, the midpoint, run into one-tile-wide holes and turn around at every frame, or there will be several in a tiny space and they'll move strangely. The Spinies at the end of Section 3 are impossible to avoid without taking a hit without a Fire Flower, the midpoint room is unreasonable because the pipe doesn't look like it would have a warp attached to it, leaving the midpoint room is impossible without taking a hit because of the plant (so if you die, you need to either God Mode or remove the plant to continue), and there's a stack of cannons towards the end that's cruel because the player will be focused on the pits before them and they blend in with the scenery. The worst parts, however, are the SMB3 coins. Such a standard item becoming a recipe for death is incredibly difficult to get used to, and you often have them placed in cruel locations. For instance, the crushing layer with the invisible Hammer Suit block that you absolutely need to hit, which will trigger the coins and troll you. The disappearing platforms in the later half of the level would have been cool if not for the tight maneuvering required, too. This level has a lot of major issues that make it generally unenjoyable, I'm afraid. The tricky tileset placement would be neat if it was fairer, but not much else is positive about this level. You forgot to end it in a star, too.
Joey (4.0/10)
- I really don't like candy levels. I think the graphics are bad and look cheap; to make a candy level, you must have graphics that have a coherent theme and look really good together. The candy graphics that everyone seems to use don't do either, and it's just a mess of random colors. As for the rest of the level design, I can't find anything that stood out as really good. The ground tiles, at times, felt really jagged and forced/unnatural. The spiny spam would result in nothing more than the player losing health/lives until he figures out you can spin jump, and then still probably getting hurt anyway.
Quill (5.0/10)
- What a weird level. It's a nice concept and a good attempt, there just seems to not be much going for it. Not sure I agree with the whole SMB3 Coins = Bad gimmick either.
Layla (4.8/10)
- This was a very amusing level. I could tell it doesn't take itself seriously, but nevertheless I had a lot of fun playing it. One major issue is that my eyes seriously hurt from the poorly chosen color palette in this level. The hot pink mixed in with that cream color will be killer on just about any player. I would like to point out that the "no collecting SMB3 coins" gimmick (where bad things happen if you collect the SMB3 coins and not the awsum face coins) just adds onto the humorous atmosphere. The level design when it comes down to it, is actually not very good. Lots of closed in spaces as well as lots of enemy overloading in close to the same areas. I'd put in a few more power-ups if you're going to make designing choices like that.
Valtteri (3.2/10)
- This tileset is very MS Painty. And dear god that is way too many enemies. At the point where you got drowned in a million Spinies I started wondering if the author even tried.
47. Meepingturtle - Wart's Lava Spaceship (4.16/10)
- Chad (5.7/10)
- A space-themed level with simple but intriguing design. I like the structures that are built in the moon-themed areas, and the gameplay is decent. There's a little bit of variation, as you have to climb, avoid a lava wall, and fight two standard bosses in a row (which have a nice difficulty balance as well considering those circumstances). The layout feels sort of empty in the inside sections, but the level as a whole is pretty alright. It's short and relatively normal, but not bad.
Joey (3.0/10)
- This level was full of random graphics that weren't compatible with eachother, and some of the tiles seemed like they were placed randomly. Spaces between different tiles/areas were either too large or too small, and the whole level felt like a mess of graphics and enemies.
Quill (5.0/10)
- Wacky level. It's not that bad, I liked some of the variety you had. Nothing really stood out though, but it was a good attempt and kept me fairly entertained. The two bosses are pretty generic, but thanks for making the player fight them individually. Fighting both at the same time would have been insane.
Layla (2.7/10)
- Well, you sure know how to add a lot of things together, whether they look good together or not. But seriously, you added a lot of things that don't look good (Random red grass with SMB3 underwater sizable), but other things do seem to look good (some of Sednaiur's SMB2 graphics with the SMW Castle). Design wasn't all that great and it added up to a lot of NPCs, not a lot of coins, random moving lava layer, and a double battle with Wart and Bowser that involved no mid battle mushrooms.
Valtteri (4.4/10)
- This level is about as good as the name implies... You attempted to build a space ship with vanilla SMBX tiles which resulted in a mess. The best-looking thing in this level are the custom Mario 2 graphics you decided to use for no reason. The vines cut off. The ladders cut off too. The boss is just SMB3 Bowser and Wart in a row. The lava run before the boss was kind of different I guess so that's good. What is up with people using the wooden SMW spike pillars and then placing yellow spikes on top of them? They're not used like that in any game and you could use ANY block in place of the wood pillar and it would look equally bad. Why do so many people do that?
46. SnifitGuy - Epicmode Stardust Speedway (4.46/10)
- Chad (4.8/10)
- An okay city-themed level. It's pretty nice-looking and offers some decent platforming, and I like that bit with the propeller platforms (although them being solid on the bottom was unexpected and a mild pain). The spikes and line platform add a little bit of variety, too. But aside from a highly unnecessary second star area, this level's mostly a bit of standard gameplay and you're done. Not bad as is, but not especially noteworthy, either.
Joey (4.0/10)
- Well, uh...yeah. This level didn't present much challenge to the player and was pretty empty. -1 point for YouTube poop references. +1 point for interesting music.
Quill (4.5/10)
- Sorry, my review was lost down that pipe.
Layla (3.0/10)
- Way to go ruining your levels entire quality by adding in a joke section in the middle of the level. The rest of the entire level isn't even that bad, but you completely trashed yourself with that absolute shit mistake.
Valtteri (6.0/10)
- This is a good level. Very casual, nothing special besides the construction site-looking set of tiles. And then there's of course the optional pingas area that's a joke. It gives you a SMW Star. I would make the platform lines white as they might be hard to tell from the dark city background.
45. GMarinaX - The Unbelieveable Assault (4.5/10)
- Chad (5.5/10)
- An ordinary grassland, but with Japanese music. =P The design is basically a standard run of avoiding enemies and jumping over obstacles, but it does a fairly good job at it. That's about all there is to it, but not much to really complain about other than that the bonus room shouldn't warp you backwards as far as it does. It's an unnecessary and mildly annoying setback.
Joey (4.0/10)
- I don't think I've ever heard female Japanese rap until now, so, uh...thanks? Anyway, this level was really repetitive and used the same 4 or 5 enemies the whole time. The background didn't fit with anything else, and the music didn't fit with anything.
Quill (3.0/10)
- A generic SMB3 dish with some weeaboo seasoning resulted in a generic SMB3 dish.
Layla (4.5/10)
- I turned off the music. Don't ever make me listen to that godawful music again. Aside from the music, it wasn't that bad of a level, just felt like a regular, no graphics needed SMB3 level (Although a regular hills background would work a whole lot better than the tanks one).
Valtteri (5.5/10)
- This level seems rushed... It's very basic. There's nothing special to it. Just a rush through a grass land type of thing and dodging a couple of enemies. Nothing much to say about it otherwise.
44. AirSeus - Broken Station (4.54/10)
- Chad (5.0/10)
- An okay level. You start the player out with a water elevation gimmick, but there was no need to have two switches per platform because you only need to use each platform once. If you didn't want players to hit the switches while the water was in motion, you could have put the water and switches on separate moving layers that act the same and trigger together, but the switch layer turns on and off. It works fine as long as players follow instructions, but you want to avoid letting players create issues if you can help it, and there isn't much happening in that area besides the water levels. After that is a slow elevator descent with slow enemy generators. Not much to do in there except wait and seldomly jump on an enemy, but sometimes the generators glitch enemies through the platform and that can hurt you unfairly. The elevator could also kill the player as it overlaps the floor, which can be solved by having it disappear before it reaches the ground. The lava chase section is set up decently though, as you have plenty to jump over and avoid while running unlike the previous rooms. The second star is a good idea, but the return warp's direction is wrong. Overall, a fine idea for a level, but very simple in execution. It's more of a moving layer showcase than an actual level, with minor bugs here and there. The level's not especially bad, but more could have been done with it.
Joey (5.0/10)
- Not much went on in this level. I recommend you fix the problem with the water switches - you only need one direction at a time, so having two blocks isn't necessary. It was too open and spacious the whole time; I would add more corridors and tunnels. The NPCs were pretty uneventful and the whole level just felt kind of empty. Some of the block placement was either too open or too cramped.
Quill (4.0/10)
- This level is strange. The elevators perform very strangely, I'm not really sure what the heck is going on with them. The gameplay isn't too exciting, the level feels like it is building up to something, but nothing really happens. It's not that bad, it just doesn't have anything going for it.
Layla (3.7/10)
- After breaking your level once or twice, once unintentionally, I finished your level. I'm not sure how hard you tested your level, but it needs some serious work on the rising and lowering of the platforms. The use of this tileset wasn't done very well, as I could see bits of cutoff in several various places, which could easily have been avoided, same goes for the clash (there's computers that replace signs and SM styled level, use the 4 year old GFX Pack to your advantage) as all of these issues completely destroyed the atmosphere and this ended up not being a very fun level.
Valtteri (5.0/10)
- Elevator active!!! Yes I can see that. Why tell me that now when I've already used a few elevators at the beginning of the level? I don't like the way the chosen tileset is used in the level. There's too much cutoff to my taste and the use isn't too interesting either. You're capable of doing a lot better than simple square shapes with this tileset. The long elevator overlaps with blocks randomly as it descends which doesn't look very good. I'm not a fan of the platforms that you control with the ? Switches by the way. I would make them a bit more complex by making them stop at certain heights for example.
43. The Game and Watch - Frozen Spikes (4.56/10)
- Chad (4.6/10)
- Sort of a weird level, to be honest. The gameplay is fine and all, but the design and gimmicks are very inconsistent. Some areas have no enemies for a long time but others will have big clusters of cannons or lotuses, there are two midpoints for some reason (start and end are completely ineffective placements unless there's a big boss at the end), the P-switch thing at the start is completely skippable, things like that. It's like the level couldn't decide what it wanted to be. However, the more difficult spots do provide a bit of challenge, and I like the location you gave the second star (although the method for finding it's a bit cheap because you have to take a hit), and the level makes decent use of switches, frozen mechanics, and spikes. All in all, not an awful level, but kind of odd to play because there's not much of a plan or consistency to it.
Quill (3.5/10)
- Oh dear, looks like you misplaced your starting position, friend. The level wasn't that bad, but it suffered from several oversights. For example, the two deactivated switch blocks after the checkpoint don't need to be activated as SMBX doesn't require solid ground to enter a horizontal pipe. The second checkpoint is useless as a level can only have one checkpoint and it was literally 10 seconds from the end anyway. There are several cases of cut off and overall this level needs a lot more polish.
Layla (5.1/10)
- (You forgot to move the starting point, but no worries, it shows you tested your level ;)) There are a few issues with your level. One is the consistency. First off we have a random, very short P-Switch challenge, then we have random SMB3 bullets (SMW styled snow level by the way), boos, A few random invisible coin blocks going over long pipes. Suddenly, waterfalls, frozen coins that act as blocks, snowman hammer bros, dysfunctional flying cheep cheep bridge underground, and a lot of spikes. Most of the aforementioned things only last once or twice, and some didn't even work properly (c'mon man, what's with the misplaced player spawn point then?). It wouldn't hurt to see a few more power-ups and coins as well.
Valtteri (5.0/10)
- An average level that does a couple of common mistakes. A common level type that's hard to give distinctive feedback for. The snowfall is not for diagonal use, it looks weird. And the black background tiles that look like SMB3 dungeon bricks... just don't use them ever. They never look good. Besides that, and the narrow places with spikes, it's an all right level. And the selection of enemies is too large. At least leave out the Bob-ombs. If you use every enemy in the engine the level will feel messy.
zlakergirl357 (4.6/10)
- A charming little level. The design was quite interesting and a bit fun. The addition of the Spikes was really nice, however I find them a bit spammed in the overworld sections of the level. I also find the gameplay of the level a bit bland as it has a lack of new gameplay elements. Sure, the P-Switch was there, however it wasn't utulized very good. I find the usage of it really bland cliche to be honest. I can't really say the level was good-looking either as I found the amount of decorations very little. The level also had a true lack of enemies and I find the giant Piranha Plant disturbing as well. Another thing; don't put mutliple checkpoints in the level as SMBX doesn't have the ability to save after a second checkpoint.
42. hacheipe399 - Another SMB1 Castle (4.78/10)
- Chad (5.0/10)
- A moderately challenging fortress level. I like the general block layout, and the interior sections have a lot of well-crafted tricky jumps. However, enemy placement in the second half is rather excessive. The cannons and fire plants are strategically placed, but there are too many Hammer Bros for how precise the player's maneuvering has to be around the landforms. The level does offer somewhat of a surplus of powerups and that does help, but getting through that section almost felt luck-based with what it demands of the player. Also, if you don't make it to Bowser with a Fire Flower, there's nothing you can do but sit there and die. Other than that, the level's pretty standard.
Joey (4.0/10)
- The castle was badly designed to start with; a lot of it had too many long straight edges, and the background sizables didn't look good and weren't necessary at all. The enemy/block placement wasn't that good either (namely the random Goomba standing on the spikes, and the hammer brothers at the end of Section 2). And then, we go through a door and are immediately outside...I don't know what the point of this section was, but it was nothing more than a bunch of ground tiles and SMB1 enemies that served little to no purpose. There was no way to kill the boss, either.
Quill (5.5/10)
- This was quite a nice level. I appreciated the variety in the platforming. Some areas did suffer from either cramped corridors or an overwhelming amount of enemies. The only way to defeat Bowser is to have a Fire Flower or a better powerup before hand, which isn't great if you're just normal Mario or small Mario.
Layla (4.4/10)
- First off, were you aware that maintaining the same boring music throughout an entire level does not maintain the same atmosphere or theme? I'd also like to mention that it would be nice to have a power-up right before you fight bowser considering there's absolutely no way to beat him without a fire flower, and that's a terrible design flaw on it's own. Overall, things looked graphically just fine, but nevertheless the atmosphere was destroyed once we reach halfway through the level you COMPLETELY switched themes on us from castle to grassland. In basic design, it wasn't too bad, even with the murderous jumps throughout the castle areas of the level. I did like the outside section, as it felt like a fine SMB1 overworld, save for the music.
Valtteri (5.0/10)
- This isn't bad! Here's a few things that you should improve on. There are unnecessarily large swarms of enemies at the end of the first castle section and in the middle of the outside section. The rest of the level has too many enemies as well. Take out like every second enemy. The Goomba and coin box colors aren't consistent. They should be gray inside the castle and brown outside. The blue Goombas don't belong here at all. The first castle section is tediously narrow.
41. Grovfu - Where's Our Tree (4.9/10)
- Chad (5.6/10)
- This level has an interesting atmosphere to it. It's a short level, but I like the precise block arrangements and how they influence the player to climb and maneuver. It's sort of an ordinary deal for the most part, but fun and with a silly ending.
Joey (3.0/10)
- Uh...well, okay, that was easy. A lot of this level was haphazard and involved areas that were unnecessary to the player's progression, and you used a lot of the default graphics that ended up clashing with eachother.
Quill (6.5/10)
- Nice level, it's pretty simple and kept me fairly entertaining. By the way, you don't need solid blocks underneath a pipe to enter it. The checkpoint could have been much earlier into the level, in my opinion. The end of the level was only tenseconds away. BUT HOLY SHIT THAT ENDING WAS SO CUTE I FELT THE FEELS ;-; okay it wasn't that crazy but man bowser must get pretty lonely
Layla (4.4/10)
- When I got into Bowser's outpost, I could no longer take this level seriously. The design is rather mediocre, having an overusage of SMB2 sizeables and SMB3 water tiles. Yeah, there's a lot of mixing in this level and for the most part it doesn't all go together very well at all. It was a comical theme and the music was great, but the design really killed the overall quality.
Valtteri (5.0/10)
- This is a pretty simple level. It's hard to find anything specific to comment on other than that it's really generic. It's mostly just SMB2 snow sizables but then you get these out of place SMB3 water blocks with lava on them... I thought that was odd and not too pretty to look at.
|
|
|
|
|
|
|
|
|
-
JupiHornet
- Boom Boom

- Posts: 2399
- Joined: Tue Sep 02, 2014 5:43 pm
-
Contact:
Postby JupiHornet » Thu Jan 01, 2015 9:05 am
YES NOT TIER 2 
I probably got Tier 3, maybe 4 if I'm REALLY lucky.
|
|
|
|
|
|
|
|
|
-
crusher169
- Ripper II

- Posts: 351
- Joined: Tue Apr 22, 2014 9:09 am
Postby crusher169 » Thu Jan 01, 2015 9:12 am
im honestly surprised I was able to avoid tier 1 and 2. I KNOW im in tier 3 since tier 4+ is just a no for me although im betting on higher in the next contest.
|
|
|
|
|
|
|
|
|
-
RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Thu Jan 01, 2015 9:16 am
Strange that Marina's level wasn't good, I thought he would get high places again.
Oh well, I hope my level gets top 20, even though it has some flaws...
|
|
|
|
|
|
|
|
|
-
underFlo
- Wart

- Posts: 4456
- Joined: Mon Jul 14, 2014 10:44 am
- Flair: sup im lesbiab
- Pronouns: They/She
-
Contact:
Postby underFlo » Thu Jan 01, 2015 9:17 am
RudeGuy07 wrote:Strange that Marina's level wasn't good, I thought he would get high places again.
Oh well, I hope my level gets top 20, even though it has some flaws...
He told me he jsut made it in 10 minutes or something lol
I also hope I get Top 20, I myself was really happy with the level.
|
|
|
|
|
|
|
|
|
-
XerX
- Phanto

- Posts: 1487
- Joined: Fri Dec 20, 2013 3:33 pm
Postby XerX » Thu Jan 01, 2015 9:23 am
what the fuck. I made it past the second tier??? Or am I blind?
|
|
|
|
|
|
|
|
|
-
Waddle
- Tellah

- Posts: 1583
- Joined: Sun Sep 07, 2014 4:59 am
- Flair: hi!!!
- Pronouns: He/Him
Postby Waddle » Thu Jan 01, 2015 9:25 am
I'm convinced my level will make top 15, especially after both Valterri and Layla said they were impressed by it :p
|
|
|
|
|
|
|
|
|
-
MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
-
Contact:
Postby MECHDRAGON777 » Thu Jan 01, 2015 9:28 am
Can some one explain why level was not revealed yet, I neve made to fourty before!
|
|
|
|
|
|
|
|
|
-
underFlo
- Wart

- Posts: 4456
- Joined: Mon Jul 14, 2014 10:44 am
- Flair: sup im lesbiab
- Pronouns: They/She
-
Contact:
Postby underFlo » Thu Jan 01, 2015 9:29 am
MECHDRAGON777 wrote:Can some one explain why level was not revealed yet, I neve made to fourty before!
I guess the reason for that is that your level is 39th ot higher or you got disqualified.
|
|
|
|
|
|
|
|
|
-
SuperMario7
- Ripper II

- Posts: 367
- Joined: Fri Dec 20, 2013 5:49 pm
Postby SuperMario7 » Thu Jan 01, 2015 9:30 am
My goal for this contest is Top 5. My level is one of my best in my opinion, so that's why I have such high hopes. =P
|
|
|
|
|
|
|
|
|
-
MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
-
Contact:
Postby MECHDRAGON777 » Thu Jan 01, 2015 9:31 am
Nickname wrote:MECHDRAGON777 wrote:Can some one explain why level was not revealed yet, I neve made to fourty before!
I guess the reason for that is that your level is 39th ot higher or you got disqualified.
*40th or
And thanks for the complement but but I honestly did not know I would make it this far! With my massive mistake and all!
|
|
|
|
|
|
|
|
|
-
underFlo
- Wart

- Posts: 4456
- Joined: Mon Jul 14, 2014 10:44 am
- Flair: sup im lesbiab
- Pronouns: They/She
-
Contact:
Postby underFlo » Thu Jan 01, 2015 9:32 am
Seeing as this is my contest, I don't really can compare my level to my previous contest levels, but I think it's one of my best levels generally.
The only thing that worries me is that TNT increased his score for a lot of levels but mine.
|
|
|
|
|
|
|
|
|
-
SuperWingedYoshi
- Volcano Lotus

- Posts: 547
- Joined: Thu Feb 27, 2014 9:23 am
Postby SuperWingedYoshi » Thu Jan 01, 2015 9:33 am
MECHDRAGON777 wrote:Can some one explain why level was not revealed yet, I neve made to fourty before!
The rating of rank 41 is 4.9/10. And you did get a score higher than 5 before. (CC7)
Also, whoop, surprise that crusher169 made it past Tier 2 as well! Seems like he spent more time on his level this time. I remember his CC8 level took him like 30 minutes or something.
And also, I still think I'll end up in Tier 3, as I said before. Everything else is gonna be a surprise. (Although, GMarinaX's level ending up in Tier 2 is a surprise too...)
|
|
|
|
|
|
|
|
|
-
MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
-
Contact:
Postby MECHDRAGON777 » Thu Jan 01, 2015 9:43 am
SuperWingedYoshi wrote:MECHDRAGON777 wrote:Can some one explain why level was not revealed yet, I neve made to fourty before!
The rating of rank 41 is 4.9/10. And you did get a score higher than 5 before. (CC7)
Technicaly, cc6, I made 32nd, but that was mynworsre level as it made last!
|
|
|
|
|
|
|
|
|
-
MacheTheFerret
- Rex

- Posts: 1547
- Joined: Mon Dec 23, 2013 4:17 pm
- Pronouns: she/her
Postby MacheTheFerret » Thu Jan 01, 2015 9:44 am
I have a feeling that, like my previous contest level, I will either be placed high up in tier 3 or at the very bottom of tier 4.
|
|
|
|
|
|
|
|
|
-
MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
-
Contact:
Postby MECHDRAGON777 » Thu Jan 01, 2015 9:46 am
PaperPlayerX wrote:I have a feeling that, like my previous contest level, I will either be placed high up in tier 3 or at the very bottom of tier 4.
If your level was the mart, I have a serious question, does your cc10 level let you use rosalina, I am still curious why every one forces you to use Mario or Luigi!
|
|
|
|
|
|
|
|
|
-
MacheTheFerret
- Rex

- Posts: 1547
- Joined: Mon Dec 23, 2013 4:17 pm
- Pronouns: she/her
Postby MacheTheFerret » Thu Jan 01, 2015 9:49 am
MECHDRAGON777 wrote:PaperPlayerX wrote:I have a feeling that, like my previous contest level, I will either be placed high up in tier 3 or at the very bottom of tier 4.
If your level was the mart, I have a serious question, does your cc10 level let you use rosalina, I am still curious why every one forces you to use Mario or Luigi!
Rosalina? Is that a recolor of Peach?
I don't think I asked for any player-blocking in The Euphoric Everymart.
|
|
|
|
|
|
|
|
|
-
crusher169
- Ripper II

- Posts: 351
- Joined: Tue Apr 22, 2014 9:09 am
Postby crusher169 » Thu Jan 01, 2015 9:51 am
SuperWingedYoshi wrote:surprise that crusher169 made it past Tier 2 as well! I remember his CC8 level took him like 30 minutes or something. 
well that's just mean
but honestly my last level did take that long, 33 minutes to be exact. but this constest took me around 2 days, yeah its still not much but NEXT contest has been in development since I sent in this contests level and im not even near done. I feel as if ive improved by a lot (patience wise AND skill wise)
last contest I entered: 65th (yikes I suck) this contest: tier 3, that's all I need to say, 2 tiers higher. next contest: pretty sure im getting highest tier. if not then second highest
|
|
|
|
|
|
|
|
|
-
MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
-
Contact:
Postby MECHDRAGON777 » Thu Jan 01, 2015 9:56 am
PaperPlayerX wrote:MECHDRAGON777 wrote:PaperPlayerX wrote:I have a feeling that, like my previous contest level, I will either be placed high up in tier 3 or at the very bottom of tier 4.
If your level was the mart, I have a serious question, does your cc10 level let you use rosalina, I am still curious why every one forces you to use Mario or Luigi!
Rosalina? Is that a recolor of Peach?
I don't think I asked for any player-blocking in The Euphoric Everymart.
I changed the hard coded graphics in my episode to make I always display Rosalina instead of Peach!
I just need to know how to change the "Peah Game" to "Rosalina Game"!
|
|
|
|
|
Return to “Level Contests”
Users browsing this forum: No registered users and 3 guests
|