Re: Super Community Contest - Placements 22-11 Revealed!
Posted: Mon Sep 04, 2017 9:20 am
27/25/17Warlock wrote:Nice.
Just a note, what was Spinda's Score on the level that got 12th place?
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27/25/17Warlock wrote:Nice.
Just a note, what was Spinda's Score on the level that got 12th place?
6.9 but quill messed upWarlock wrote:Nice.
Just a note, what was Spinda's Score on the level that got 12th place?
Quill wrote:ping
I can see the value in this, though it's kind of an aesthetic cherry-on-top. I cut other corners regarding aesthetics as well, since I had to turn in my level at the last minute.Aristocrat wrote:Also the music didn’t loop.
While it is true that killing the bully means death, I did make that part of section 2 one of the closest to the restart point. I was originally considering a challenge like that to be placed later on, but that would increase the iteration time, and it's harder to give this challenge breathing room than the ones later on in the section.Frozenquills wrote: The horizontal moving
platform doesn't give enough leeway and any kind of mistake means
instant death, even if you lose the bully (which can break the lua
sometimes).
Not always. Save for the horizontally moving platform, the other parts of the section had some extra bits of breathing room in case you got hurt. You can just glide to the other side in the first row of spikes, or run across if you get hit. I placed an item refill station right next to the first bully lift with spikes on it. There are also several goombas in that region, which are much easier to stomp on than the bully. I placed normal blocks next to the second bully lift with spikes, which give the player a resting place for when they mess up there. Finally, the last part of section 2 can't hurt you. There's no hazards to the player whatsoever. There is a glitch which can accidentally kill the bully, but I'm not quite sure how to fix it yet. If that glitch doesn't happen, though, then you lose very little progress from making a mistake.Quill wrote:screwing up means you lose a significant amount of process.
Sorel wrote:This level would have been super high scoring if it weren't for the horribly difficult and borderline insane
second section. Sorry but I just couldn't do it without godmode.
I'm not going to disagree with what either of you said. Section 2 was horrible, and there's no arguing against that fact. However, it would be more worthwhile to have specific details about why it's hard. TL made a start with talking about the horizontally moving platform, but didn't really expand upon that. Why is the platform unbelievably hard? How can this be fixed? Without these details I can't make it better without guessing as to what went wrong.TLtimelord wrote:God damn, I didn't know you hated your player so much. I mean, the first section is really clever and the final section's really nice too, but the middle section is utter rage inducing. Making the player jump on an unpredictable bully with no ends on either side over lava is unbelievably hard. Clever, yes, but unfairly difficult.
Same problem as before. What were the things I added in? Why do they not go well together? I also don't know why the level is "bare", but I think that'll just boil down to personal preference rather than something we can agree on.TLtimelord wrote:the level is really bare and some of the things you added in don't really go well together.
I had a good discussion with you on codehaus a few weeks ago, so I can agree with you about the other parts of the level. I can also agree that the leaf creates a slightly different control scheme than just hitting the bully normally, which I really wish wasn't the case.Spinda wrote:Jumping on the Bullies never really feels right and their momentum makes them tough to get consistent jumps off, especially if you got the Leaf and use it to float. Additionally, merely collecting either of the Leaves in this section makes the 2nd star unobtainable.

I don't think it's dumb. I'm deciding who gets what placement by how many judges preferred what level, which I believe is a fair way to resolve the issue.Enjl wrote:Stop breaking ties. It's dumb, especially since you literally locked a level out of top 10 which got the same score as 10th did.
except it's really unfair because according to the average of the scores, the two are of equal quality within the results of the contest. it's not like this is some round-based tournament where two levels are fighting over the last available spot, so why bother breaking them and skewing the results?Quill wrote:I don't think it's dumb. I'm deciding who gets what placement by how many judges preferred what level, which I believe is a fair way to resolve the issue.Enjl wrote:Stop breaking ties. It's dumb, especially since you literally locked a level out of top 10 which got the same score as 10th did.
Not quite sure what you mean. Like placing a sign next to the blocks or something?Spinda wrote:I think it should be indicated that getting a leaf means losing access to the star.
Alright then, I'm not sure if that's what you said before but it's understandable.And, as I previously said, the leaf doesn't make the section easy enough or the difference in approach different enough to warrant replaying the level without it. I mostly used the Leaf as a way to occasionally tank an extra hit, and having to play the level again the exact same way except with less room for error and barely any other differences in order to get the star is what I took issue with.
This is just the way that the host prefers to handle the placements. Some people prefer ties over individual placements, others prefer a clean step up from last place to first. No need to get riled up over your personal preferences.Enjl wrote:except it's really unfair because according to the average of the scores, the two are of equal quality within the results of the contest. it's not like this is some round-based tournament where two levels are fighting over the last available spot, so why bother breaking them and skewing the results?
thing is that the blocks to prevent the player from breaking stuff appear only while you're Tanooki Mario, not upon collecting a leaf. Additionally, you don't know that you messed up getting the star until you're already at the end of the section at which point you've already played the section. A sign or some other indicator would be the way to go I'd say (even though in order for it to work well the leaf should provide a bigger difference).Zha Hong Lang wrote:I mean you do have the visual language of using the same blocks to sector off the star as were used to prevent the player from breaking the level earlier in the section.
Alright then. If I keep the leaf in section 2 (and if I keep section 2 at all, which would not be immediately after section 1 anyway) then I'll make a sign about that in the beginning of the section.Spinda wrote:thing is that the blocks to prevent the player from breaking stuff appear only while you're Tanooki Mario, not upon collecting a leaf. Additionally, you don't know that you messed up getting the star until you're already at the end of the section at which point you've already played the section. A sign or some other indicator would be the way to go I'd say (even though in order for it to work well the leaf should provide a bigger difference).