Supermario12345 has been chosen for the replacement judge!
Contestants/judges
Spoiler: show
Contestants - Cosmik/PixelPest(didn't send in)- Ness-Wednesday-Little9Mew2(i think thats his/her name, but didn't send in time)-Darkwolf-Littch-Merio/Orochamaru(however you spell his name, but he was disqualified.)-Harvey36Dice-Wkay[if I missed someone sorry]
Judges - Ly999(me) Pixelpest/Cosmik Supermario12345
Judges - Ly999(me) Pixelpest/Cosmik Supermario12345
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Hey everybody the results are in!
A standard grassland: (by darkwolf) [Scrore - 2.3]
Spoiler: show
Ly999:3.2/10
This level was pretty ambitious with the whole NSMBDS/WII thing. However there is a lot of graphics that have a lot of 1x1 pixels(i think i see them at least)Also, the first piranha plant it has a bush that partially floating above.
Now there also isn't any big secrets in this level which makes it quite boring, no underground, no above area, nothing. This level also didn't end with a star which was a major flaw because that means that it is completely optional. I did fix this though.
I wish this level had more power ups, though it is a decent size, more power ups would of been nice. Also there was a lot of unused sprites in this level, such as P switches, red+blue coins, and other NPC'S, which you didn't include AT ALL.
SuperMario12345(3.3/10)
Personally, I'm not a fan of this level's artstyle. It's very poorly animated
and the graphics just look unpleasent. You also have things like missing effects
and a checkpoint that is placed way too far into the level to be of any use. And
The Mario and Luigi Playables also clash with the graphics and just looks out
of place. But atleast the level wasn't too hard.
Cosmik: 0.5/10
A sub-standard grassland level. This level was very short and was poorly designed. While some areas were sparse of NPCs, others were highly populated and the attempt to capture the NSMBWII atmosphere was failed miserably. To add to this, the goomba graphics were ripped very poorly and the mix of SMB3 goomba physics and SMW galoomba physics was not a good idea. Coin placement was satisfactory but often leaning towards poor. The attempt at making the midpoint flag and the ending like NSMBWII was executed terribly.
This level was pretty ambitious with the whole NSMBDS/WII thing. However there is a lot of graphics that have a lot of 1x1 pixels(i think i see them at least)Also, the first piranha plant it has a bush that partially floating above.
Now there also isn't any big secrets in this level which makes it quite boring, no underground, no above area, nothing. This level also didn't end with a star which was a major flaw because that means that it is completely optional. I did fix this though.
I wish this level had more power ups, though it is a decent size, more power ups would of been nice. Also there was a lot of unused sprites in this level, such as P switches, red+blue coins, and other NPC'S, which you didn't include AT ALL.
SuperMario12345(3.3/10)
Personally, I'm not a fan of this level's artstyle. It's very poorly animated
and the graphics just look unpleasent. You also have things like missing effects
and a checkpoint that is placed way too far into the level to be of any use. And
The Mario and Luigi Playables also clash with the graphics and just looks out
of place. But atleast the level wasn't too hard.
Cosmik: 0.5/10
A sub-standard grassland level. This level was very short and was poorly designed. While some areas were sparse of NPCs, others were highly populated and the attempt to capture the NSMBWII atmosphere was failed miserably. To add to this, the goomba graphics were ripped very poorly and the mix of SMB3 goomba physics and SMW galoomba physics was not a good idea. Coin placement was satisfactory but often leaning towards poor. The attempt at making the midpoint flag and the ending like NSMBWII was executed terribly.
Spoiler: show
Ly999: (7.4/10)
What a nice SMB1 level we have here! This level is quite cool however the constant graphics and enemy choice makes it quite repetitive. But I still liked it it was a decent size with good placed power ups and enemies.The graphics we're nice too look at but I feel as if some of the misc stuff could of got a recolor to look more....SMB1.
I think the mid point and how many enemy's there was could have got changed, as there is a LOT of enemy's and it's kinda long until you get the midpoint. And there really isn't any major flaws with this level!
Supermario12345: (5.7/10)
So this level's concept was... interesting. It had a pretty easy difficulty,
wasn't too long, wasn't too short, The check point was in a kind of good place.
The level could have used more enemy variety. And maybe it should have
had a few more power-ups in the level. But other than that, it was a pretty
okay level.
Cosmik: 8.7/10
this level, although very linear, perfectly captured the SMB1 feel throughout was a joy to play. The graphics made the level very unique and fun to play, and NPC and coin placement added another tier to the experience by providing fair challenges. Power-up placement was very fair and the sprinkling of BGOs was a perfect amount. The level also was a perfect length: long enough to present a fair challenge but not long enough to become boring. The sky section was also a nice break from the overworld style level and was designed to effectively simulate the SMB1 feel and didn’t continue long enough to become boring with its repetition. Although this level did combine a few elements from later games, everything seemed to fit in.
What a nice SMB1 level we have here! This level is quite cool however the constant graphics and enemy choice makes it quite repetitive. But I still liked it it was a decent size with good placed power ups and enemies.The graphics we're nice too look at but I feel as if some of the misc stuff could of got a recolor to look more....SMB1.
I think the mid point and how many enemy's there was could have got changed, as there is a LOT of enemy's and it's kinda long until you get the midpoint. And there really isn't any major flaws with this level!
Supermario12345: (5.7/10)
So this level's concept was... interesting. It had a pretty easy difficulty,
wasn't too long, wasn't too short, The check point was in a kind of good place.
The level could have used more enemy variety. And maybe it should have
had a few more power-ups in the level. But other than that, it was a pretty
okay level.
Cosmik: 8.7/10
this level, although very linear, perfectly captured the SMB1 feel throughout was a joy to play. The graphics made the level very unique and fun to play, and NPC and coin placement added another tier to the experience by providing fair challenges. Power-up placement was very fair and the sprinkling of BGOs was a perfect amount. The level also was a perfect length: long enough to present a fair challenge but not long enough to become boring. The sky section was also a nice break from the overworld style level and was designed to effectively simulate the SMB1 feel and didn’t continue long enough to become boring with its repetition. Although this level did combine a few elements from later games, everything seemed to fit in.
Spoiler: show
Ly999:1.8
Okay to start this off, the graphics are okay but there is a lot of clash between SMW and SMB1 in the first area. Transitioning from area's is bullcrap because you no matter what probably going to get hit. And plus, the ice area is much easier so why go through the yellow area?
This level also could of used more power ups, because it is still a challenge. The gordo's in the yellow area move extremely fast. So I would fix that, the candy corn scenery has no outline which I personly don't like. In the mini hub when going through area's, there is cutoff between the two tiles.
The background before the bossfight room does not match at ALL. And the boss is REALLY GLITCHY, like I mean, really glitchy.....because his hitbox is so weird it's hard to hit.
Supermario12345: 2.7/10
Ok, this level has a bunch of things wrong with it everywhere, First
of all, the candy corn backgrounds are lazily done drawings that really
clash with the environment. Also you should really avoid mixing
so many styles together at once unless you recolor or style all of them.
The background doesn't really fit the environment either. You should try to
recolor everything yellow to fit with the environment. Also the transitional
place between the yellow place and the icy place has cutoff in it and that really
shouldn't have even been there. Also the level should have been a little longer.
It was just way too short to be good. So overall, your level design
needs improving.
Cosmik: 0.5/10
This level was definitely rotten. The candy corn BGOs look like they were done in Windows Paint and have no outline, making them not fit at all into the level. There were a lot of different game styles mixed into this level and it turned out really bad. SMB3 coins and SMB1 coins do not mix well and their placement was less really bad. The warp rooms to the different dimensions were also done really poorly. If the player is small Mario, it’s impossible to get to the higher pipe; although with the overload of power-ups in this level made it an effort to do so. The mix of the two tilesets in these rooms also doesn’t work too well. When the player also comes out of the pipe, they always lose their power-up, due to a piranha plant in every single pipe. The first pipe can also cause a major runtime error with the fire piranha in it. NPC placement overall was terrible with too much variety and overall bad, well, placement. The ice world also didn’t make sense with the grass bridges. The boss was very easy and impossible not to beat as it can’t harm you and the overall battle was poorly executed with death effects all over the place. Overall, I would rather have eaten a bag of rotten candy corn than make a serious attempt at playing this level.
Okay to start this off, the graphics are okay but there is a lot of clash between SMW and SMB1 in the first area. Transitioning from area's is bullcrap because you no matter what probably going to get hit. And plus, the ice area is much easier so why go through the yellow area?
This level also could of used more power ups, because it is still a challenge. The gordo's in the yellow area move extremely fast. So I would fix that, the candy corn scenery has no outline which I personly don't like. In the mini hub when going through area's, there is cutoff between the two tiles.
The background before the bossfight room does not match at ALL. And the boss is REALLY GLITCHY, like I mean, really glitchy.....because his hitbox is so weird it's hard to hit.
Supermario12345: 2.7/10
Ok, this level has a bunch of things wrong with it everywhere, First
of all, the candy corn backgrounds are lazily done drawings that really
clash with the environment. Also you should really avoid mixing
so many styles together at once unless you recolor or style all of them.
The background doesn't really fit the environment either. You should try to
recolor everything yellow to fit with the environment. Also the transitional
place between the yellow place and the icy place has cutoff in it and that really
shouldn't have even been there. Also the level should have been a little longer.
It was just way too short to be good. So overall, your level design
needs improving.
Cosmik: 0.5/10
This level was definitely rotten. The candy corn BGOs look like they were done in Windows Paint and have no outline, making them not fit at all into the level. There were a lot of different game styles mixed into this level and it turned out really bad. SMB3 coins and SMB1 coins do not mix well and their placement was less really bad. The warp rooms to the different dimensions were also done really poorly. If the player is small Mario, it’s impossible to get to the higher pipe; although with the overload of power-ups in this level made it an effort to do so. The mix of the two tilesets in these rooms also doesn’t work too well. When the player also comes out of the pipe, they always lose their power-up, due to a piranha plant in every single pipe. The first pipe can also cause a major runtime error with the fire piranha in it. NPC placement overall was terrible with too much variety and overall bad, well, placement. The ice world also didn’t make sense with the grass bridges. The boss was very easy and impossible not to beat as it can’t harm you and the overall battle was poorly executed with death effects all over the place. Overall, I would rather have eaten a bag of rotten candy corn than make a serious attempt at playing this level.
Spoiler: show
Ly999: 8.4
This level was very pleasing, it had good enemy placement, good scenery, overall awesome! However, this level was quite laggy for my computer, so it was hard to review. The dry bones are brown, which I honestly don't find it to look good, the grass in the first section(BGO) doesn't really look too great, it did fit better in the underground section though. I also feel as the yoshi in this level doesn't really fit, I mean by the color if you used me(red yoshi) it would of fit nicer. I also think this level is quite long and has a hard difficulty in my opinion. Oh yeah, the music also really doesn't fit, again, in my opinion.
Supermario12345: 7.7/10
This level was great, and it had great graphics and great music
and stuff. But the only complaint I have is that i couldn't figure
out how to beat the level. Other than this, this level was an overall
great level with, great graphics, great music, and great atmosphere.
But the only problem is that i couldn't figure out how to beat.
I would have given it a higher score if it was more obvious to beat
this level.
Cosmik: 7/10
Wow. I really enjoyed playing this level, until a game breaking error occurred. This level was really fun to play with its non-linear layout and tough but for the most part fair gameplay. The combinations of SMW elements here worked really well to create a very unique SMG-esque atmosphere. NPC placement, power-up placement, and coin placement was very good throughout this level. The switch block gimmick was very fun; hitting switch blocks while riding skull rafts to raise up more lava. The level could have had a little more signage, as at some points I had absolutely no idea of where to go or what to do. There were two parts that had major issues that I found to be impassable in this level. The first was the place where there were two note blocks over lava and with lava overhead. It was (to the best of my knowledge and ability) impossible to get across them without dying. The second part involved the giant rock raft. It stopped too far from shore, and the player is unable to get to the otherside, therefore stranded on a rock in the middle of the lava. I wish I could’ve given this level a higher score but due to some of the game breaking errors and over-mazelikeness, I decided on a solid 7. I could definitely see this level winning this and hope it does. This level obviously had a ton of hard work put into it; you deserve it Harvey36Dice!
This level was very pleasing, it had good enemy placement, good scenery, overall awesome! However, this level was quite laggy for my computer, so it was hard to review. The dry bones are brown, which I honestly don't find it to look good, the grass in the first section(BGO) doesn't really look too great, it did fit better in the underground section though. I also feel as the yoshi in this level doesn't really fit, I mean by the color if you used me(red yoshi) it would of fit nicer. I also think this level is quite long and has a hard difficulty in my opinion. Oh yeah, the music also really doesn't fit, again, in my opinion.
Supermario12345: 7.7/10
This level was great, and it had great graphics and great music
and stuff. But the only complaint I have is that i couldn't figure
out how to beat the level. Other than this, this level was an overall
great level with, great graphics, great music, and great atmosphere.
But the only problem is that i couldn't figure out how to beat.
I would have given it a higher score if it was more obvious to beat
this level.
Cosmik: 7/10
Wow. I really enjoyed playing this level, until a game breaking error occurred. This level was really fun to play with its non-linear layout and tough but for the most part fair gameplay. The combinations of SMW elements here worked really well to create a very unique SMG-esque atmosphere. NPC placement, power-up placement, and coin placement was very good throughout this level. The switch block gimmick was very fun; hitting switch blocks while riding skull rafts to raise up more lava. The level could have had a little more signage, as at some points I had absolutely no idea of where to go or what to do. There were two parts that had major issues that I found to be impassable in this level. The first was the place where there were two note blocks over lava and with lava overhead. It was (to the best of my knowledge and ability) impossible to get across them without dying. The second part involved the giant rock raft. It stopped too far from shore, and the player is unable to get to the otherside, therefore stranded on a rock in the middle of the lava. I wish I could’ve given this level a higher score but due to some of the game breaking errors and over-mazelikeness, I decided on a solid 7. I could definitely see this level winning this and hope it does. This level obviously had a ton of hard work put into it; you deserve it Harvey36Dice!
#1. Harvey36Dice!
#2. Littch
#3. Darkwolf
#4. Ness-Wednesday