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[FAN JUDGE] Falconpunch does Fan Judging?! Whaaa??

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Guys, come on, this is going way off-topic. Please take this discussion to Discussion and Questions.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Name: Space Odyssey
Author: Matheus2563
Theme: Space
Secret Exit: Yes
Yoshi Coins: Yes
3-UP Moon: Yes
MY SCORE:
Design and Execution: 31/50
Design Creativity and Aesthetic Creativity: 17/30
Aesthetics and Polish: 9/20
Overall: 57/100
This level's fun, but it could use some work. The gimmick is nice, but the level design itself is mostly boring, as it lacks Enemies, Coins, Question Blocks, and even Mushrooms, as there's only 2 of them in the level. Remember, that Space themes do not equal emptiness and boring design. If you need inspiration or an idea on how Space levels can be made, check out NGB's Interplanetary from VLDC9 or Heavenly Forge in the VLDCX threads.

Now, if you want help with the aesthetics, do not hesitate to ask people for help, or check out the levels listed above. I can see this being a really fun level with some improvement. I'm counting on you.

P.S.: Another sip of alcohol for you, S.N.N.


Name: TOGETHER WE RIDE
Author: Divemissle
Theme: Castle, Desert, Worst
Secret Exit: No
Yoshi Coins: Yes
3-UP Moon: Yes
MY SCORE:
Design and Execution: 3/50
Design Creativity and Aesthetic Creativity: 2/30
Aesthetics and Polish: 2/20
Overall: 7/100
This level is TERRIBLE! The first part looks really weird and empty without a Layer 3 image, and the aesthletics and level design are totally abysmal. It's a neat idea, but the whole first part is totally disorienting in both aesthetics and level design, the 3-UP Moon was super easy to get, and the second part is totally boring until the very end with the Grinder, leaving a very small window for the player to enter the door without being hit. I'm sorry, but I don't see this level being any good.



Name: Anomalous Apparatus
Author: Ruberjig
Theme: Haunted, Horror
Secret Exit: Yes
Yoshi Coins: Yes
3-UP Moon: Yes
MY SCORE:
Design and Execution: 44/50
Design Creativity and Aesthetic Creativity: 27/30
Aesthetics and Polish: 20/20
Overall: 91/100
EDIT: The patch works now! For those of you wondering why it wasn't working, Ruberjig patched his ROM to an unmodified, SA-1 ROM that was over 513KB. For it to work, he (and that goes for all you, too) had to select an Original, Unmodified, Non-SA-1 ROM that was 513KB. Once realizing his mistake, he finally fixed it.

Dude, this level is fucking incredible! Who would have guessed that a fucked up patch would contain such an amazingly crafted level? I don't know how you managed to do it, something about some Layer 2 ON/OFF scrolling, but it really makes backtracking fun! However, there is a couple of problems with it.

First of all, I didn't understand how to get the Secret Exit. Something about making the Baby Blue Yoshi grow? There's nothing for him to eat, though, so I don't know what I'm supposed to make him eat or even do. Secondly, you neglected a test door in the horror path, in the autoscroll section. Thirdly, remember that I told you on IRC that the "Welcome to Dinosaur Land" intro box has to be changed to tell the judges what your level does and doesn't have, and you don't put a Message Box at the beginning of the level. In this case, you only need to change the 3-UP Moon to "YES" and get rid of the Message Box in the level.

Lastly, and this is the biggie, after going through all that in the horror path, your reward is just a 3-UP Moon and a Yoshi Coin, then you get taken back to the main level. I wouldn't really do this if I were you. I feel like I went through an entire level at that point, and you should just take the player to the secret goal instead. The 3-UP Moon's fine, but you should consider moving the Yoshi Coin elsewhere too, as you're keeping them on the main route.

So overall, this level is extremely creative and spooky, but the route to the 3-UP Moon should just be the secret exit instead. It makes more sense that way. You've outdone yourself here, Ruberjig, and I hope to see this level at it's highest quality.


Name: The Frigid Fort
Author: Celestial Seraph
Theme: Ice, Castle, Worst
Secret Exit: No
Yoshi Coins: No
3-UP Moon: No
MY SCORE:
Design and Execution: 6/50
Design Creativity and Aesthetic Creativity: 2/30
Aesthetics and Polish: 1/20
Overall: 11/100
Ugh, not another bad Ice Castle level with precise platforming and ice physics...The second part's not so bad, but the first part and the Wendy boss fight is. There's little to no Mushrooms, and the game leaves no room for error. I'm not even going to go into detail about this terrible level anymore. I'm moving on.


Name: SWISS STEAMWORKS
Author: FrozenQuills
Theme: City, Factory
Secret Exit: Yes
Yoshi Coins: Yes
3-UP Moon: Yes
MY SCORE:
Design and Execution: 43/50
Design Creativity and Aesthetic Creativity: 28/30
Aesthetics and Polish: 19/20
Overall: 90/100
Wrong collab, JUMPers.

Swiss Meme jokes aside, this level is absolutely creative and spectacular! I'm pretty sure you used a little bit of Tile 1F0, which deserves another SNN drink, but I don't know how you got the sprites to be buoyant except for Mario. I do have an idea how you could've pulled it off though...

Now, while the level does get a little hard at some points, such as using the springboards while in midair to get to a certain point, the level reconciles for that with its amazing aesthetic, fair difficulty curve, and a very creative gimmick that makes everything but Mario floaty. You've outdone yourself this time, FrozenQuills, and you should be proud.


That's all for now. I'm going to go back and rejudge some more updated levels. If you updated your level, please tell us.

Oh, and while I'm here, one more question: I'd like to add a "GOALSPHERE" table, but copying GlitchMr's table did not help. I'm not experienced with tables, so I'd like to know how you add a table only to where you want it, in this case to the right of the scoring table.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
I actually didn't use 1F0 but glad you like it!

(and I just noticed the cutoff on the first screen of the level SMH)
thanks for the review, though i wish you could be a tad more specific. like, could you elaborate a bit on how the level design in the first part is bad? that was the part i put the most effort in, so i really want info on how to make good. and i can see how the castle part is a bit boring, but the grinder part isn't that tough. i find just hopping around a bit and looking for an opening is easy enough.

though i will definitely work on the aesthetics, it does look a bit empty :/
Originally posted by Divemissile
thanks for the review, though i wish you could be a tad more specific. like, could you elaborate a bit on how the level design in the first part is bad? that was the part i put the most effort in, so i really want info on how to make good. and i can see how the castle part is a bit boring, but the grinder part isn't that tough. i find just hopping around a bit and looking for an opening is easy enough.

though i will definitely work on the aesthetics, it does look a bit empty :/


First of all, the sprites are poorly placed, especially the Sparkies, which look REALLY horrible just floating in place after they are no longer attached to the layer 2...umm...doohickey. Secondly, the doohickey is solid on all sides, even though it doesn't seem like that at all. And I'm sorry, but the grinder part IS tough, as you only have a split second to get in the door before you're hit, and I'm sure the people would agree with me.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Thanks for the review, I'll try to put more obstacles and add an extra session to the normal exit in the update, I'll also try to improve the aesthetics and make The level design more interesting. :)
Complete Hacks:
NoALT
W.I.P. Hacks:
NoALT
Download Waluigi's Wadventure - Demo 2.1 Here
Name: Yume
Author: Miku
Theme: Abstract
Secret Exit: No
Yoshi Coins: No
3-UP Moon: No
MY SCORE:
Design and Execution: 14/50
Design Creativity and Aesthetic Creativity: 17/30
Aesthetics and Polish: 14/20
Overall: 45/100
A level focused mostly on its aesthetics, it stays merely on the safe side of things. The first half of the level is very easy, almost not being necessary to use the Timed Platforms, and enemies being not much of a threat, if at all. The second half is when things start to get more bullshit than challenging. Yoshi is necessary throughout the entire level, although the player is not informed of this. It's entirely possible for the player to get stuck having to wait out the timer or commit suicide if the player doesn't do your Yoshi puzzle correctly. Don't do this. Oh, and due to the invisible ceiling, it was near impossible to not take a hit or die here.

Overall, I like the aesthetics of the level, but it's just not really fun to play. It's boring in the first half and bullshit in the second. This was a very "okay" level that doesn't really do much to impress the player with. Oh, and the fact you used Tile 1F0 wasn't very clear to the player at all. You know the drill, SNN.


Name: Methodical Madness
Author: Hobz
Theme: Grassland
Secret Exit: No
Yoshi Coins: Yes
3-UP Moon: Yes
MY SCORE:
Design and Execution: 9/50
Design Creativity and Aesthetic Creativity: 19/30
Aesthetics and Polish: 11/20
Overall: 39/100
GOALSPHERE
Yeeeaaahhh, sorry, I have to agree with allowiscous on this one. Your level has its creative fuzzy-related ideas and nice "Rope causing Mario to float climb" glitch, but it's very, very hard and frustrating, and drags on for a long time. The Yoshi Coins felt very unreasonably hard to get as well. I understand they may be collectables, but don't make collectables that ridiculous to get or find. It's mostly precise platforming, which I'm not fond of at all.


Name: Cave Island
Author: moo_we_all_do
Theme: Grassland, Worst
Secret Exit: No
Yoshi Coins: Yes
3-UP Moon: Yes
MY SCORE:
Design and Execution: 3/50
Design Creativity and Aesthetic Creativity: 2/30
Aesthetics and Polish: 4/20
Overall: 9/100
Where's the "Caves" in this "Island" except for that one cave? I understand you're new to Lunar Magic, but usually, first levels are not very good. This should not discourage you from level designing at all; Practice makes perfect. Just keep trying, and perhaps you'll make a really cool level before the contest is over.

On another topic, you should refrain from using Message Boxes to teach players a gameplay mechanic they already know. And lastly, there's a lot of cutoff and weird object placement. In all honestly, I'd scrap this entire level and start over. If you want help on your level or inspiration, check out our other levels, and refer to the Discussion and Questions or Ask Vitor Vilela for any questions you may have about SMW hacking or the contest.


Name: (unknown)
Author: werd
Theme: Grassland, Castle, Worst
Secret Exit: Yes
Yoshi Coins: No
3-UP Moon: No


DISQUALIFIED


http://i3.kym-cdn.com/photos/images/newsfeed/000/820/444/f64.gif


Name: BALL BREAKER
Author: Luks
Theme: Abstract, Factory, Cave
Secret Exit: Yes (NO!)
Yoshi Coins: Yes
3-UP Moon: No
MY SCORE:
Design and Execution: 31/50
Design Creativity and Aesthetic Creativity: 18/30
Aesthetics and Polish: 15/20
Overall: 64/100
The gimmick in this level is the Scale Platforms. It's a creative gimmick, though it's very hard to manuver around the platform while it's moving and not get hurt by anything coming, especially in that one round room with a Yoshi Coin in it; I couldn't not get hit trying to get the Coin. There was also a few areas I felt were too hard, pretty much most of the Diggin' Chuck Rock and Diggin' Chuck areas felt like cheap hits to me.

Oh, and contrary to what your intro box says, there is no Secret Exit. It's a very nicely done level overall, however. Good work. May I ask what theme you intended for this level was?


That'll be all for today. I may have missed some stuff, but I'm sure I'll resolve it or come back to it later.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.



Originally posted by Falconpunch
it's very hard to manuver around the platform while it's moving and not get hurt by anything coming, especially in that one round room with a Yoshi Coin in it; I couldn't not get hit trying to get the Coin.


If you mean the round room with the floating rocks, yeah i can see that that's a little too hard.

Originally posted by Falconpunch
There was also a few areas I felt were too hard, pretty much most of the Diggin' Chuck Rock and Diggin' Chuck areas felt like cheap hits to me.


Pretty much all obstacles include them in some way. Or do you mean the areas where both are used?

Originally posted by Falconpunch
Oh, and contrary to what your intro box says, there is no Secret Exit.

Whoops, I forgot to edit that.

Originally posted by Falconpunch
It's a very nicely done level overall, however. Good work. May I ask what theme you intended for this level was?


I didn't really have a theme in mind, I just wanted it to look interesting. Thanks for your criticism, I appreciate it!







Goal sphering Methodical Madness? Are you off your rocker? I can tolerate different opinions, but I cannot let this level possibly become skipped by players because you don't have the patience to wait for a fuzzy to move around.

Sure, the level is slow. But there are powerups and multiple paths scattered all over, and there is absolutely no way you can have trouble beating the level. Your claim that it is precise platforming is also nonsense.

Also, what is wrong with floating sparkies?
it won't be sphered, don't worry

tbh the best way to handle sphering would probably be to have something like a site-wide vote when all of the levels are in. there are some levels that will need it for sure, but there are some (like methodical madness) that really, really don't.
Originally posted by ft029
Goal sphering Methodical Madness? Are you off your rocker? I can tolerate different opinions, but I cannot let this level possibly become skipped by players because you don't have the patience to wait for a fuzzy to move around.

Sure, the level is slow. But there are powerups and multiple paths scattered all over, and there is absolutely no way you can have trouble beating the level. Your claim that it is precise platforming is also nonsense.

Also, what is wrong with floating sparkies?


There's a reason why I voted Goalsphere on this: The Fuzzies are mainly in a very, VERY tight space where there is no room for error at all. Time it incorrectly in the sightest, and you die. That's why I nominated this level Goalsphere. It was really frustrating to get through, even by jump climbing. The swimming parts could not let you do this, so it was especially precise. And when exactly have I said "floating sparkies are so wrong!!"?

So far, I've nominated the following levels as GOALSPHERE, which I will go back and edit: SWISS HOT LAVA (Which will be removed eventually when GlitchMr resubmits a new level, don't worry), Swiss Ruins, SNAKES AND LADDERS, The Frigid Fort, and this level. More's sure to come.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Originally posted by Falconpunch
The Fuzzies are mainly in a very, VERY tight space where there is no room for error at all.


You are aware that you don't need to be permanently climbing the whole time, correct? The point of the glitch is that you can jump and fall and then re-grab the air freely. It makes these set-ups much less strenuous to deal with.
Originally posted by S.N.N.
Originally posted by Falconpunch
The Fuzzies are mainly in a very, VERY tight space where there is no room for error at all.


You are aware that you don't need to be permanently climbing the whole time, correct? The point of the glitch is that you can jump and fall and then re-grab the air freely. It makes these set-ups much less strenuous to deal with.


I figured it out as I went on with the level. I also couldn't find most of the Yoshi Coins, and the first Mushroom at the beginning was impossible to get. Even if I knew I couldn't be just climbing, the level still felt unforgiving as a whole.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Originally posted by Falconpunch
I figured it out as I went on with the level.
I discovered this was a common problem, and acted accordingly

hopefully this will clear up all confusion.

Anyways im trying to be the bigger person and accept your criticisms and try to fix them, but since you didn't provide any specifics,
Originally posted by Falconpunch
The Fuzzies are mainly in a very, VERY tight space where there is no room for error at all. Time it incorrectly in the sightest, and you die.
There are already 6 mushrooms in the level already, I'm not adding any more. I removed 6 enemies in total from the second half and spaced out the remaining ones, but if you don't tell me exactly where this level is unforgiving then i cant help you.

I tested this level in multiple ways, including without ever touching the ground, and every scenario is possible, if you're patient. Seems to me like your problem was assuming you could barrel through and dodge on the fly, which you cant. Which is why the level is methodical; you approach an obstacle, figure out its movements, and react accordingly.
I dont even know what else I can say in defense of myself. Like, sorry you arent good at it, sorry you didnt get good at it, sorry it was frustrating to you.

e:
Quote
The swimming parts could not let you do this, so it was especially precise
You can still climb underwater. That's the entire point of the swimming section.


e2: i love you ft thank you for defending my honour tbh

e3:
Originally posted by Falconpunch
and the first Mushroom at the beginning was impossible to get.

you mean that one?
ask me if i give a f*ck...
This level in no way is too hard, that's absurd. If anything, it's a bit slow, but I still really enjoyed it. It's very clever and unique, and it's pretty much the best way a level can be designed around literally climbing everywhere, which isn't the best gimmick for fast paced levels anyway.

Also, Snakes and Ladders doesn't deserve a goal sphere either in my opinion, it's a lot shorter and takes less time than swiss hotel; the end of swiss hotel literally takes forever. Snakes and Ladders is more trial and error anyway, the second half of Swiss Hotel is hard no matter how many times you play.
Originally posted by Falconpunch

Name: Cave Island
Author: moo_we_all_do
Theme: Grassland, Worst
Secret Exit: No
Yoshi Coins: Yes
3-UP Moon: Yes
MY SCORE:
Design and Execution: 3/50
Design Creativity and Aesthetic Creativity: 2/30
Aesthetics and Polish: 4/20
Overall: 9/100
Where's the "Caves" in this "Island" except for that one cave? I understand you're new to Lunar Magic, but usually, first levels are not very good. This should not discourage you from level designing at all; Practice makes perfect. Just keep trying, and perhaps you'll make a really cool level before the contest is over.

On another topic, you should refrain from using Message Boxes to teach players a gameplay mechanic they already know. And lastly, there's a lot of cutoff and weird object placement. In all honestly, I'd scrap this entire level and start over. If you want help on your level or inspiration, check out our other levels, and refer to the Discussion and Questions or Ask Vitor Vilela for any questions you may have about SMW hacking or the contest.



Thanks for the support! Cave Island has been "deprecated" and replaced with Spike-Top Cave. People are telling me Spike-Top Cave is a lot better than Cave Island, so (I have no idea how to finish this sentence).
So did Hobz take down his level? Because I feel like I'd like to give my own analysis of the level in his thread. If he did, don't give it to me.
He did, but I think he's fixing stuff because he posted new screenshots yesterday.

It's still in his File Bin if you really want to review it.
Layout by Erik557
Hi.
Originally posted by Falconpunch
Based on what GlitchMr said, you're inspired by Unsettling Bastion and Matterhorn in VLDC9.


Uhm, I didn't say that... (this level was on second page, this post is heavily delayed because I don't want to read reviews of levels I haven't yet played).
I don't mean to be a buzzkill, but this is what the spanish in the CHURRASCADA(Not sure how to make tm symbol) translated to:

Plumber's Barbecue! We cooked it very well! The taste is sure to reach far beyond what your taste buds can handle! Feast of fire and fresh cooked meat! You used a translator to translate this message, did not you? I bet you did not read the message. Me neither. Now, celebrate the wonders of the Plumber's Barbecue! Above!

*Insert witty footer here*
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