King of Eterity wrote:I just want to know if anyone judging has yet to do their reviews.
I've been finished for a few weeks now. I don't have anything crazy going on right now during school, and I don't have anything interesting to do moat of the time.
My reviews are done, but RSuper submitted the same level to both this and the Japan contest. I know the Japan contest says old levels are allowed, but no recommended, it is up to CraftedPbody if she/he wants me to review RSuper's level still. I do not know how she/he will take her submitting the level to two contests.
MECHDRAGON777 wrote:My reviews are done, but RSuper submitted the same level to both this and the Japan contest. I know the Japan contest says old levels are allowed, but no recommended, it is up to CraftedPbody if she/he wants me to review RSuper's level still. I do not know how she/he will take her submitting the level to two contests.
It shouldn't be a problem at all since it's been almost a month since submissions ended for this. You just took so long to do your reviews. Not RSuper's problem and they shouldn't be penalized for it
MECHDRAGON777 wrote:My reviews are done, but RSuper submitted the same level to both this and the Japan contest. I know the Japan contest says old levels are allowed, but no recommended, it is up to CraftedPbody if she/he wants me to review RSuper's level still. I do not know how she/he will take her submitting the level to two contests.
It shouldn't be a problem at all since it's been almost a month since submissions ended for this. You just took so long to do your reviews. Not RSuper's problem and they shouldn't be penalized for it
RSuper wrote:Kill me for submitting the same level. I'm done with contests. Also, I'm a she.
A: depends on the date you submitted. If you submitted to this contest first, you have nothing to worry about on that regard, because the Japan contest is apparently okay with submitted an old level. (Though frowned upon). If you submitted to the Japan contest first though, that would lead to disqualification.
B: You should not give up on contests for this, but the actually try to approve on your design as you go through time. You can only learn from your mistakes.
C: I know, why do you think I said "she" when referring to you in my post? I just do not know the host's gender which is why I said she/he and her/his in the post which was aimed at CraftedPbody. I read your signature a few months ago as I always to when I see a new member join or when I do not recognize the member/signiture. This is how I know you, PrqcticalShorty, and Pseudo-Dino are all female. (Though no-one believes it when I say it since I assume a person is female until I see there name, picture, or hear there voice to disprove that.)
Long story short, please do not beat yourself up over this, instead just use it to increase your design next time. I have reviewed your level as well, and I doubt this will disqualify you unless another issue arrises
RSupertheGreat wrote:Kill me for submitting the same level. I'm done with contests. Also, I'm a she.
Please don't quit participating in contests simply because you violated a rule. There are some other contests that aren't as hard, and other contests with simpler rules.
RSupertheGreat wrote:Kill me for submitting the same level. I'm done with contests. Also, I'm a she.
Please don't quit participating in contests simply because you violated a rule. There are some other contests that aren't as hard, and other contests with simpler rules.
Honestly, I would like to know the date she submitted to the Japan contest.
PixelPest wrote:Have any of the judges still not finished their reviews?
I reviewed 4.5 levels. (I am still waiting on permission to write the review for the last one, although I did give the rough score though. (Not going to explain what I mean by that./, Way to tiered for that and I do not want to stay up a few more hours explaining it when I need to be asleep.)
PixelPest wrote:Have any of the judges still not finished their reviews?
I reviewed 4.5 levels. (I am still waiting on permission to write the review for the last one, although I did give the rough score though. (Not going to explain what I mean by that./, Way to tiered for that and I do not want to stay up a few more hours explaining it when I need to be asleep.)
Well this is taking a ridiculously long amount of time tbh. You've had 5 weeks very few levels to review. Next time maybe you shouldn't judge a contest since this isn't fair to the contestants nor, to an extent, the other judges. I'd just finish that review since it shouldn't take that long and everyone else will have done one for that level so even if they are DQ'ed, the results for that level will probably be posted
MECHDRAGON777 wrote:I reviewed 4.5 levels. (I am still waiting on permission to write the review for the last one, although I did give the rough score though. (Not going to explain what I mean by that./, Way to tiered for that and I do not want to stay up a few more hours explaining it when I need to be asleep.)
CraftedPbody's Review
This level felt a bit bland... I would have liked to see more to it... There were a few instances that were almost leaps of faith, and I'm not sure how I feel about that... The net koopas don't have a death sprite, which should have been taken care of. I also felt that section 2 should have either been longer or not been there at all. I liked the boss however. Not over the top, but not really interesting. (3/10)
Practicalshorty014's Review
Pretty easy level, nice and short. Boss wasn't too hard to beat, and enemies weren't found all over the place. Wasn't what I hoped it'd be, was a bit too ordinary. Tried to spin jump on an enemy and died falling through platforms. Overall I'll give this level an 8/10, it wasn't a pain in the ass to beat, but it seemed a bit boring. (8/10)
PixelPest's Review
This level was not fun in the least respect. Gameplay mostly consisted of a combination of long and normal jumps, some of which the player could not see where they were jumping to. The level had okay power-up placement but needed a good deal more coins throughout it. There were also missing pieces to the fences and unfitting background objects, such as the pedestals with the green orbs. The bossfight was pretty uneventful too, since it was just a resprite of Ludwig von Koopa. Most of the level itself was bland and needed better enemy placement throughout it, such as not using an enemy just once and a little more connectedness between sections such that the idea of “this section is for Koopa Troopas” and “this section is for Fuzzies” isn’t really obvious. There wasn’t much of an atmosphere here either but at least it had SMW Castle music. (2.8/10)
MECHDRAGON777's Review
This level is not that great on the gameplay side since it starts out on a high ledge over lava and a long span of spin-blocks in the
form of a grid. Not really much to say about the beginning area besides a single spin-jump could lead to your downfall. Then the
gameplay and gimmick suddenly shifted to fences where you can kill the climbing koopas by stomping them. The downside to that
is that they do not have the effect, so they just randomly appears a Hoopster from Doki-Doki panic. To even get on one of the
fences however; you have to either be big, or you have to be running at max speed (or try to jump over the big gap). Also, two of
the fence BGOs (Background Objects) are not even placed. In the second half though, the gimmick and layout shifts again. It is
pretty much like Super Mario World Castle 6 (except without the nice moving layer 2). It mostly felt random and out of place.
(Also, the sparkies being over Doki-Doki sparkies and not spike-tops from Super Mario World also lead to an unfair hit.) After the
second half, comes a lop-sided checkpoint before a Ludwig Von Koopa reskinned as Roy. Simple fight, but the check-point is a little
off-set since the boss is so easy. (3.14/10)
CraftedPbody's Review
I liked the concept of the level, but I felt the execution could have been better. When I first received the level, there were a lot of broken graphics that I had to fix to see what they were supposed to be. Some of the platform near the 1-up slide through eachother and if you are standing on the top when they do this you instantly die. You had a clever place for the secret exit, but I couldn't get it to work for whatever reason. I couldn't find any cutoff which was good. As I said earlier, good concept with the blocks that move around, I liked that they were marked with a background so I always knew where they were going, but it was poorly executed because they were kind of slow in my opinion and some of the blocks move through eachother and if you are standing in the wrong place you can be killed without reason... (3/10)
Practicalshorty014's Review
I'm already liking the name of this one. Love the game mechanic of how the blocks move and can crush you. Noticeable cutoffs with scenery, and not a lot of enemies around. I'm giving this one a 6/10, mostly because of the cutoffs, even though it was still a decent level. (6/10)
PixelPest's Review
This is the epitome of why you must test your level. Invisible Podoboos and broken vine graphics were only one of this level’s problems. Although the design itself wasn’t too bad and the terrain was nicely varied, the blocks moved so slowly that this level was just atrocious to spend time trying to beat legitimately. Waiting and waiting and waiting for blocks to move is not my definition of fun gameplay, which is probably what I docked this level the most for. The castle section was an interesting addition although again, it just brought in more blocks that moved dreadfully slowly. This level could have also used some more consistent coin placement and would have been several points better if the blocks had moved faster and there had been not only more variation with the blocks themselves, but some intuitive placement of moving blocks. One of my favourite examples of good use of moving blocks is the World 1 Fortress in New Super Mario Brothers DS. It would also have been nice to see some breaks in between some of the moving block sections in this level that would give it more variation and less of the wait-run-wait-run-wait-run process it is to complete it right now. (3/10)
MECHDRAGON777's Review
Okay, this would have been a great level if it was not so slow and so much waiting. The fact that you can not tell where Podoboos are makes it harder than it should be and the finicky-ness of moving layers only adds to the flaws. Feels like this is mostly the case of forgetting NPC text files. otherwise, it is a nice level. (3.14/10)
CraftedPbody's Review
I LOVED this level, I loved the theme, I loved the feel of it, the koopa DJ near the start was funny without being invasive so it was rather witty. I only found one instance of cutoff to speak of. The dragon coins were all in good places. This level made me smile. I honestly have to say that was a great experience. (10/10)
Practicalshorty014's Review
This one was a bit different from the other levels I played. The background matches nicely with the level.I don't know why, but there are a bunch of cutoffs in the level. There are too many Cheep-Cheeps nd other enemies in the water. This will get a 6/10, because I don't know if the cutoffs are a glitch, but the level was a bit creative. (6/10)
PixelPest's Review
A pretty solid level, it just really didn’t do very much. The Koopa’s comment at the beginning was amusing and I was hoping for something like that to continue throughout the level, but no. The level also didn’t have much else to offer. Although it had solid NPC placement, somewhat varied terrain, and a pretty nice atmosphere, there just wasn’t anything that made it interesting and it got boring fast. The placement of the Dragon Coins wasn’t great either; it was basically just whether or not you wanted to judge a bunch of enemies or not to get to it. Overall, there wasn’t much wrong with this level besides its lack of anything interesting to make gameplay enjoyable. (7.4/10)
MECHDRAGON777's Review
A short level with a nice pourghy-poofer gimmick that I can not figure out how you did that layer attachment of. I will admit that I
am not a fan of the music choice, but at least it fits and does not obstruct anything. I also like how you broke the fourth wall in a
clever way with the DJ-Koopa. Not much to say except that I killed the pourghy-poofer and I like how you even get hurt from a
Yoshi jump. (5.3/10)
CraftedPbody's Review
The idea for this level was alright, I didn't have any real issues with the level aside from the leaf you placed near the top of the screen on the bonus which the player can't get because when they hit the block, it goes off-screen and despawns. The bonus area was alright, but redundant given the fact that to get the switch you would already be mostly done with the level and also the fact that the contest's episode will have switch palaces, the fact that you sent this level in after the announcement for that means you ignored that update and thus you don't have that excuse. Another thing is that your level can easily be bypassed with one of the many feathers you provided because you didn't place blocks outside the border to prevent people from going over. My biggest gripe with this stage is that despite the rules of the contest you used music that was not EXCLUSIVELY SMW soundfont, but rather than just using normal SMW overworld music, you felt you needed to use a remix. (4/10)
Practicalshorty014's Review
The level was fine, I could see that they tried. Wasn't too hard to beat. A bunch of cutoffs and random blocks that weren't supposed to be where they were. There were enemies that didn't move, and I couldn't hear music. I'll put this one at a 4/10, definitely needs some work on those cutoffs and random blocks. (4/10)
PixelPest's Review
At the beginning of this level I thought to myself, “What a nice level this would be to speedrun,” and then it went on and on and on, without doing much really. The length here was really unreasonable for such a simple and unvaried level. Enemy placement needed much more variation and wasn’t very intuitive; it seemed quite random and didn’t present much of a challenge. This level also needed more coins consistently throughout and not just clumped together in large bunches spaced out far apart. Background placement also lost consistency as the level progressed. It seemed like the level rushed to the end making the last 2/3 or so since the design really plummeted to poor; it became bland, the terrain became no longer varied and enjoyable, and it just got really boring quite fast. To be honest, if the last half of this level didn’t exist I probably would have scored it at least two points higher. Furthermore, I also wasn’t a fan of the remixed SMW music and the rain effect wasn’t very well done. Overall, I scored this level higher than quite a few others since although it wasn’t great and got a little tedious near the end, its gameplay wasn’t repulsive at least. (4/10)
MECHDRAGON777's Review
Honestly, this is just a generic grass level with not much going on. If you can get one of the many leaves in the level, you can fly up over the boundaries of the level to avoid going in the pipes and thus avoid enemies in the mean time. It also uses a nice mix of decoration which is pleasing to the eye. The level also has a bonus room where it consists of a shell and a green switch block. (The fact that this contest's switch blocks are to work like SMW's switch locks being irrelevant here.) The weird thing is that the only benefits to even bothering with it is the bridge at the end of the level. The only other switch block is already active, and the earlier switch locks used as safety get turned off. Also, I can not tell if this follows the SMW sound font, but I do not know for certain. The level is average at best for a rainy grass land. I recommend putting at least two to three blocks above a wall if you do not want the player to be able to go above the level. (The same is true about flying under the level) (5.76/10)
King of Eterity's Review
This is a really beatiful level. The music is quite relaxing and gives the level a peaceful atmosphere. The level has mostly a good amount of scenery while not going overboard with it. The only thing that sucks about this level is that there are parts that are kind of bland, but other than that I don't really see many flaws in this. (9.5/10)
Final Notes: There are a few glitched platforms in the level (the ones that bounce on the platform path ends) which their bounce height can change (usually as result of being hit by an enmy or lag).
Practicalshorty014's Review
A bit more challenging than the other levels. Plenty of enemies and powerups.I don't know what happened, but there are cutoffs and random blocks placed in this level. 7/10 for this one. (7/10)
PixelPest's Review
This level wasn’t too bad; it just didn’t unleash the potential it had. The music nicely complimented the theme and there were no graphical issues that were noticeable. Gameplay was a little sub-standard though. There’s nothing that really entices the player. It seemed like the over-used gimmick of bouncing platforms would go somewhere, but it really didn’t. In the end, the level was too long for what it had to offer. The placement of coins and background objects was a little inconsistent, resulting in clustering in some areas and sparseness in other areas that took away from the polish of the design. Enemies could be varied a bit more due to the length of the level, although their placement seemed somewhat meaningful at times and was mostly good. However, the one Dragon Coin underneath the bridge was a little excessively difficult due to the Ninja generator directly beside it; it was nearly impossible to get it without a fire flower. Also, I was surprised that none of those pipes lead anywhere—it would have been nice to see a bonus room somewhere or at least a hidden path. Overall this level captured the SMW feel, and design style especially, pretty while despite a few fallbacks. (6.2/10)
MECHDRAGON777's Review
This is quite an interesting level focused around the SMB3 wood platforms and ninjis. The music used in the level gives off a nice
and calm atmosphere which the vanilla night sky adds to. At first, not knowing the platforms would bounce back up because of the
Super Mario World line guide end was off screen, it lead me more to fear or shock when it happened becuase I could not see it;
thus, I almost jumped to late thinking it was the last second, when the platform launched me up. Around the check-point, there is a
Magenta or Pink pipe that is 160 pixels (five blocks) tall which is only possible to make as either Luigi, or running at a fast enough
speed. The lack of a way to back-track after the check-point to get the (I believe second) dragon coin was more disapointing than
anything though. Nice use of the SMW koopa's hover as well as the dragon coin that used them. I will say that the goal post felt
like it was more than 256 pixels (eight tiles) high, but this is no issue. (7.56/10)
CraftedPbody's Review
I liked the level, but sheesh was it a doozie. I ended up finding the normal exit by accident, which I feel that the normal exit should have been properly marked. After getting the normal exit I was curious, 'if that was the normal exit, what was in the pipe I was trying to reach', I asked myself, so I looked in the editor and boy are you cruel... It's not until the secret exit that you see what the level was named for, having to navigate the skewers on a kamikaze koopa is pretty tricky looking. Overall it was a nice challenge. I couldn't see cutoff while playing, which is good, but when I looked in edit mode I could see plenty of cutoff, I won't count this against you though because it was impossible during the play-test to see. I liked your choice in music, I think it complimented your level nicely. My only thing would be that I would say to tone it down a notch on the difficulty? (6/10)
Practicalshorty014's Review
Pretty cool level, didn't feel empty.Laggy, too many Hurt Blocks in one room. A bit too hard, and I couldn't finish. I'm giving it a 6/10 anyways since it looked great, but laggy. (6/10)
PixelPest's Review
There’s no way other to describe this level than a complete mess. It incorporated too many ideas, too much enemy variety, and an excessive level of difficulty consisting of tasks that had no gameplay value to them whatsoever. It also was obviously not tested well since the Kamikaze Koopa Shell in the fourth section couldn’t even exit the upper platform, making that section unbeatable without cheats. The level also had cut-off on the tops of the skewers and seemed unfinished as the section boundaries were not even properly sized. The music wasn’t a great choice either, since it seemed to have a more futuristic and spacey vibe to it. Coin placement was also seemingly random and cluttered and the level itself was just too busy, cramped, and poorly tested in general. (1.9/10)
King of Eterity's Review
OK, so first of all this level is very bland. There is 0 scenery and coins are only found in the first section. Both of these should be implemented into all the sections of the level. Also there are cut-offs with the Skewers when they go down. That can be fixed by making them 1 block taller. The level itself felt short (4.5/10)
Final notes
Getting to the secret route is insanely difficult (for me at least), although the rest isn't too hard and why are ther switch blocks when I can't find any switches?
Last edited by CraftedPbody on Sat Mar 25, 2017 11:25 am, edited 1 time in total.
Crafty ( sorry if the nickname was rude ), the next time you host a contest, please arrange the places in an order. It's tiring for me to check who got last and first place.
The only review for my level I actually agree with is Pixel Pest. The two sixes seem to Cary the level to much and it is not the place that level deserves. It is clear I made the level in less than. 24 hours. There is only two flaws in PixelPest's review. There is no cutoff in the entire level except for the skewers. I did not catch that while testing and yes, I do not deserve a high place for that. You claim the boundaries were broken. They are in no way broken and you do not seem to understand that it is Intentional to get the screen to a smaller visual size. When playing in the editor, you can clearly see the black boarder that follows the player. Cutoff in the editor is not important if it does not cut off while playing. I know the skewers did. It seems like only you and king of eternity caught that. As for the second thing, the level is completely possible and does not require any cheats. I can easily proof that with a video of need be. I will make it public tomorrow.
Also, the coins were not random, and castles do not typically have BGOs, but that is to everyone else's tastes. I just think the level scored way to high.
P.S. The music is for underground levels, boss fights, and Nuclear Power Plants specifically, but I use it when I am trying to make a level difficult and it has a castle/Skewer setting. I thought I named the level Skewer Palace, but oh well. For a 24 hour level, I guess it did not do to bad, but in all honesty, we all know it did too good.