Re: Challenge Level Contest
Posted: Sat Apr 16, 2016 10:29 am
Well, if Difficulty = Unfair, I'm sure that I'll never touch any of the hard levels(play them)
Forums for SMBX
https://www.smbxgame.com/forums/
That's goodMivixion wrote:
Sure you can, just experiment with itRoundPiplup wrote:Oh no that kind of difficulty I cant make.
Seriously?Mivixion wrote:
Difficulty is a separate score and is not going to affect the placement of the level. If there's something unfair in a level and I laugh at it, I'll probably not deduct points. I want to see cool stuff.
And yes, unfair =/= difficulty is totally true. But if a level is just like SMB 1-1 with kaizo blocks everywhere or something I'd find that really hilarious and fun and it adds difficulty
I can't believe you were capable of going through the thought process of saying this. You're explicitly admitting to being biased, and you're disrespecting the fucking guidelines, as they state that the levels shouldn't be unfair.I'm just saying I'm going to rate levels I enjoy higher, even if they're not oooohhh perfect design lelelelel
If I find it fun I'm going to rate it higher than if it's boring. Difficulty is a separate score and is not going to affect the placement of the level. If there's something unfair in a level and I laugh at it, I'll probably not deduct points. If there's something unfair in a level and I rage at it, I will deduct points. It's all a matter of enjoyment for me
So what you're doing is fine because there's other judges that can somewhat reduce the magnitude of the consecuences from your awful actions in this contest. Yeah, alright, that seems acceptable.which is why we have multiple judges.
This is the only thing you've said that i have agreed withI also don't like the limited glitches rule because I've seen some really cool stuff you can do (like clipping through walls using a key or P-switch) that isn't allowed.
As it stands, this statement makes no sense as you're referencing a lot of shit but not actually providing their sources nor stating what was the best part about those levels.I think a good guideline for difficulty here is around the difficulty of Blocks Below Hell or sHell (for levels without a checkpoint, and that kill the player) or something like Sharp Objects Are Usually Deadly where it's super annoying and frustrating but you can't die.
Yet another statement where you say that levels should be similar to already existing things. You're really limiting people's design ideas.I don't want to see a ton of bullet spam stuff, but if it's creative and cool like bossedit's Touhou bosses I could be up for that.
You're actually contradicting your previous statements. You want to see creative stuff but you'd also love it if something was a poorly designed "amusing" piece of shit?And yes, unfair =/= difficulty is totally true. But if a level is just like SMB 1-1 with kaizo blocks everywhere or something I'd find that really hilarious and fun and it adds difficulty. Just make sure there aren't any softlocks.
That's a very subjective statement, i'd pass it without thinking about it if you weren't going to base yourself on that in order to judge all the levels. Not to mention, you're somehow still going against the contest's unfairness guidelines.Something can have difficulty and be totally fair, but sometimes 100% fair is boring.
The fairness you're talking about is not from the level, it's actually from the contest. 2 judges can perfectly go through a level and give it a decent score, while the other one might get stuck and end up shitting on its score.Technically no level is fair because people that are better at the game will be able to beat it but people that aren't as good won't. That's not fair, right?????!!???!???!!??!
I'm going to flat out recommend that you should swap Mechadragon and Mivixion's judge priorities, or even just flat out remove mivixion from the judge roster. He's explicitly demonstrating that he doesn't particularly give a shit about the guidelines, and that he's going to be biased towards levels that "amuse" him the most.PixelPest wrote:
So you admit that you're being lazy when you do it. Remember: it's always better to take the time to make sure your level is well designed rather than taking the easy way out and having your level suffer because of it.Mivixion wrote:However in some scenarios they are the easiest and fastest option.
PixelPest wrote:I don't agree with everything that Mivixion says
You were being sarcastic when you said that, though.Mivixion wrote:Like I said, the level I'm making for this is totally fair
If you can't make a "fun" level while being 100% fair, you need to get better at level design.Mivixion wrote:Something can have difficulty and be totally fair, but sometimes 100% fair is boring.
ok i need to get better at level design apparently count me out of judgingImaynotbehere4long wrote:If you can't make a "fun" level while being 100% fair, you need to get better at level design.
if it doesn't affect the level at all then how does the level suffer? there are definitely times when it affects the level, but invisible blocks aren't bad every time, they have some really good uses when it comes to preventing unintended skips through the level that could otherwise not be prevented without a ton of reworking the level's core concept or doing a bunch of unnecessary stuff. if it doesn't affect the level at all, who cares? I can't think of an example off the top of my head when I'd do this either way, but I know I've considered using invisible blocks to prevent skips a few times but have eventually scrapped the levels. I always spend ridiculous amounts of time building and testing my levels, so chances are I'll either scrap it or find a workaround by the time I'm done.So you admit that you're being lazy when you do it. Remember: it's always better to take the time to make sure your level is well designed rather than taking the easy way out and having your level suffer because of it.
my level for this doesnt have a single invisible block lol. I was being sarcastic about the level being nondiscriminatory to skill levelYou were being sarcastic when you said that, though.
I was referring to their difficulty levelNien wrote:As it stands, this statement makes no sense as you're referencing a lot of shit but not actually providing their sources nor stating what was the best part about those levels.
no i'm not? I'm just throwing stuff out thereYet another statement where you say that levels should be similar to already existing things. You're really limiting people's design ideas.
that was a joke. if a level like that was submitted to this contest I would score it pretty badlyYou're actually contradicting your previous statements. You want to see creative stuff but you'd also love it if something was a poorly designed "amusing" piece of shit?
not amuse, levels that I enjoy playing, which is sort of the point of a game. When judging I am going to be looking for fairness, but as I think I said earlier(?) I wish the rules were a little more lax about a few thingsI'm going to flat out recommend that you should swap Mechadragon and Mivixion's judge priorities, or even just flat out remove mivixion from the judge roster. He's explicitly demonstrating that he doesn't particularly give a shit about the guidelines, and that he's going to be biased towards levels that "amuse" him the most.
If it doesn't affect the level AT ALL, how is it able to prevent the player from performing unintended skips? Checkmate.Mivixion wrote:invisible blocks aren't bad every time, they have some really good uses when it comes to preventing unintended skips through the level that could otherwise not be prevented without a ton of reworking the level's core concept or doing a bunch of unnecessary stuff. if it doesn't affect the level at all, who cares? I can't think of an example off the top of my head when I'd do this either way
Usually? Try never. Or can you give us an example of when that's okay, too?Mivixion wrote:I'll agree that invisible blocks that are designed to "gotcha" are usually bad design.
Pro tip: don't mimic something if it sucks. Kaizo SMW sucks.Mivixion wrote:if I'm trying to mimic something (kaizo SMW in this case) I'm going to stay true to it
Again, nobody said anything about that. We just said that you shouldn't make your level unfair. If you're going to be sarcastic, don't be sarcastic at a straw man argument.Mivixion wrote:I was being sarcastic about the level being nondiscriminatory to skill level
Could've fooled me. You need to work on your joke design skills.Mivixion wrote:that was a joke. if a level like that was submitted to this contest I would score it pretty badlyYou're actually contradicting your previous statements. You want to see creative stuff but you'd also love it if something was a poorly designed "amusing" piece of shit?
You know that "fun and challenging" and "boring, uninteresting, and repetitive" aren't the only two level types, right? Just to name one, there's also "unintuitive, unfair, and frustrating," which is what Kaizo SMW and Superpowered X are. It's also way more likely to be in the contest than "boring, uninteresting, and repetitive," and we've been arguing with you because you're defending it.Mivixion wrote:If something uses a totally traditional style of gameplay but it's fun and challenging, then it will score high. If it's some crazy new shenanigans with unheard of tricks and it's fun and challenging, it'll score high. If it's somewhere in between those two, and it's fun and challenging, it'll score high. If it uses a totally traditional style of gameplay but is boring, uninteresting, and repetitive, it'll score low. If it's some crazy new shenanigans with unheard of tricks and it's boring, uninteresting, and repetitive, it'll score low. If it's somewhere in between those two, and it's boring, uninteresting, and repetitive, it'll still score low.
I never said they were. I just used those two because most of the levels I play fall into one of those categories for me. If you found SX unfair, frustrating, and unintuitive, I'd say you haven't seen anything. There is so much garbage out there in SMW hacking and Mario Maker that you'd be so glad has not found its way to SMBX.You know that "fun and challenging" and "boring, uninteresting, and repetitive" aren't the only two level types, right?
I read all of your posts but didn't have much to say. You're not wrong because everything you're saying is pretty much an opinionas303298 wrote:
do what you will with me as a judge, I'm still participating either wayPixelPest wrote:
I have faith that your reviews will be good and I'll keep you as I have you nowMivixion wrote:
Ah, fair point. I should stop replying to him.as303298 wrote:I wouldnt say that this is an arguement.
An arguement implies Mivy has some sort of stable ground to stand on...So really, we are just yelling at a brick wall with the words "I don't care what you say" spray painted on it.
Oh yeah, that article. I'm going to point out the part of the article that best applies to the current situation:StrikeForcer wrote:https://bravesword.wordpress.com/2011/0 ... a-bad-rap/ <- Every time someone says that Kaizo SMW sucks or its a badly designed game im obligated to link this because im not alone in this regard.
I'd disagree with you, kaizo can work in smbx. Simply MaGKL was a lot of fun and made in the best way possible to accommodate for smbx. (can't say about MaGKL2 cuz I haven't gotten to it yet but I'd assume they didn't fuck it over entirely)Imaynotbehere4long wrote: SMBX doesn't have those resources, so making a "kaizo" level in SMBX merely results in a cheap, poorly designed level. That's why I said that it's a bad idea to mimic Kaizo SMW. Playing Mivixion's levels is like playing Kaizo Mario World on a genuine SNES and being expected to be able to beat it. I admit I could have worded my statement a bit better, but you should be able to understand where I was coming from with that statement.