| (Discussion) 5th Annual SMWCentral Level Design Competition |
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Forum Index - Archive - Old Contests & Events - (Discussion) 5th Annual SMWCentral Level Design Competition |
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| Posted on 2012-02-29 07:46:42 PM |
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You're supposed to make a new post for every revision you do.
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| Posted on 2012-02-29 08:03:22 PM |
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Wow, I only just realized that my entry is exactly 75 screens long (the maximum number allowed, in case you were too busy to read all the rules). Also it is purely vanilla, the little thing at the end is just a few Map16 edits and a few quick palette changes (as if you couldn't figure that out on your own).
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| Posted on 2012-02-29 09:32:30 PM |
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And here I was actually thinking of designing something legitimate this time around, only to realize that the deadline is practically here.
Oh, life, how you mock me.
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| Posted on 2012-02-29 11:22:48 PM |
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Got my level done, level could have been much better but I waited till the last minute to finish it, which is a very bad idea since I had to work on it for six+ hours straight to get it finished, was still a lot of fun to make and hopefully anyone playing it will enjoy playing it.
Download link for convenience: Soaring Gardens
I might add on to this level in the future (since there is some things I would have liked to include in the level) and make a hack out of it if I feel inclined to do so
Now I've got to go play some of them. I played Dinomar's level and I enjoyed it quite a bit and the way you used the vanilla graphics is definitely something I would of never thought to do.
Good luck to everyone that made a level.
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| Last edited on 2012-02-29 11:23:14 PM by DPhoenix29. |
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| Posted on 2012-02-29 11:32:43 PM |
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I hope debugging/testing levels that aren't accessible during the normal course of play aren't counted towards the 75-screen limit...lots of stuff broke at the very last minute and I didn't have time to clean anything up. >_>
[edit]
woop hello may as well link to my hack
clicken ze linken for ze golden mushroomen
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| Last edited on 2012-02-29 11:34:12 PM by BMF54123. |
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| Posted on 2012-02-29 11:55:51 PM |
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Originally posted by BMF54123I hope debugging/testing levels that aren't accessible during the normal course of play aren't counted towards the 75-screen limit...lots of stuff broke at the very last minute and I didn't have time to clean anything up. >_>
Well, if I think a couple of pages ago, FirePhoenix stated that all levels that one could actually play through counted, so I'd assume that ONLY those count; if they can't be played, they can't be counted.
also I just played your level (as a test LP) and I really like it. (Though, you're BMF; I expected that from you. lol) Tell me, though... How the heck did you do the lights!? I can't figure it out, unless it's just basic map16 stuff...
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| Posted on 2012-03-01 12:02:51 AM |
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Originally posted by Riolu180Tell me, though... How the heck did you do the lights!? I can't figure it out, unless it's just basic map16 stuff...
Toss in a bit of translucent layer 2 and you're probably on the right track. ;)
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| Posted on 2012-03-01 12:30:04 AM |
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Originally posted by BMF54123
Toss in a bit of translucent layer 2 and you're probably on the right track. ;)
Heh, sneaky! At first, I was thinking it was some kind of neat ASM or something, but that couldn't be it because, well, it's a VANILLA contest. 
Incidentally, here's that LP I made of your level: http://www.youtube.com/watch?v=WkhY7jgqX3k I hope you like it! It's my first LP, so it's probably not THAT good, but... (Also I forgot to give my comments on the level, so I put them in the description.)
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| Posted on 2012-03-01 01:56:59 AM |
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I'm hoping to do better than I did in 2011. I was 63rd then.
I'd love some feedback on my level. Here is the download: Beach Cavern V2
BTW, the link to my level in the submissions list goes to V1. Here's the latest post I made. Can that be changed?
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| Last edited on 2012-03-01 01:59:04 AM by MarioFan22. |
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| Posted on 2012-03-01 02:09:09 AM |
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I personally am hoping to come 42nd this year so then Entry 42 by Forty2 will place 42nd and then lols will be had. Approximately forty-two of them.
Not that I'm really expecting to do very well at all this time around. Out of about, what, 100 entries? I'd be surprised if I did any better than 42nd.
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| Posted on 2012-03-01 03:53:58 AM |
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For the record, my level works as intended. It's supposed to be just a white screen.
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| Posted on 2012-03-01 05:33:35 AM |
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I have played some of the levels: some impressed me because of the visuals (underway, GN/LunarYoshi and Ludus) but suffered of some level design and funcionality flaws (Especially GN/LY's ones): level design because some looked awesome but have unfair parts, other had some functionality probems (example, in GN/Ly's one, if i go back from a sublevel to the beginning one and get back to the level entrace, the Display message generator plays again, making the player think "wtf?")
And this was a level design contest: someone didn't even need cutscenes, since they could serve only for visual rankings. But those visually impressed me.
Other levels impressed me particularly, both in design and visuals: BMF has taken part of this contest and even if he used generic stuff on visuals, he got to be really impressive and he managed to dose the difficulty: i want this BMF the next time he makes a Mario mod. And he did it right with his level message switch system: It was really cool.
Also AgentQ's level was very nice both in visuals and design (and functionality): i liked the BG, it reminds me SonicCD, actually).
A level called "Athleticus Maximus" by SuperMarioRPG6400was one of my favorite ones. Visuals were normal, but its difficulty were challenging hard, not stupid hard like about half of those submitted levels.
I also give a cent to Bloodstar's level: his level had some little flaws (some "intuitless parts made of hidden blocks" and sprite memory problems, but i think it's the hurry, afaik), but he managed to do a very enjoyable level, which had a fair difficulty, but it was very enjoyable: i played some levels that looked awesome but i find very stressful in some points.
Also xjakku... wtf, also, converting english words in Hiragana (aside for the famous arigatou alligator) isn't japanese... >_>
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| Posted on 2012-03-01 06:12:06 AM |
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Originally posted by DinomarI have played some of the levels: some impressed me because of the visuals (underway, GN/LunarYoshi and Ludus) but suffered of some level design and funcionality flaws (Especially GN/LY's ones): level design because some looked awesome but have unfair parts
Mind telling us a bit more about the unfair level design parts? I made sure to not make them actually "unfair", though I see how the final part can be difficult.
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| Posted on 2012-03-01 07:07:39 AM |
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Originally posted by GNOriginally posted by DinomarI have played some of the levels: some impressed me because of the visuals (underway, GN/LunarYoshi and Ludus) but suffered of some level design and funcionality flaws (Especially GN/LY's ones): level design because some looked awesome but have unfair parts
Mind telling us a bit more about the unfair level design parts? I made sure to not make them actually "unfair", though I see how the final part can be difficult.
Oh well: First i start with a common problems.

Since this place has many sprites, the Chuck, at a certain point, stops throwing balls and kicks the air. This is a technical problem, i think but i don't know what the judge will think about it.

Mario is on the top of the screen, not visible in the camera: I got back from a sublevel and the Display Message generator triggers again. I don't think it was supposed to.

You should be careful with this. I don't know what will the judge think, but if i was a judge, i would count this as flaw. Many people have done the same thing, actually.


Those parts were pretty unfair, because trying to avoid balls in a small space can be very tricky, especially in a small space like that and when there is a moving shell. This is why i say this is unfair.
Also the Lotus below: the first time you play this you don't know what is there, but even if you know that there is an obstacle, the first time it is very difficult to avoid those fireballs in the first place. Also Slowdown.



If you don't get a Yoshi (which has an unedited text, and i think texts are a very important part of the level), this part is tricky and unfair and needs almost perfect jump without Yoshi (unless there is another way to make it). This is why i say this part is unfair.
I just told the unfair parts of the levels. Many people confuse "hard" with "80% you will get hurt in this part". If you don't do things right, player will be punished with a -1UP. But sometimes, players don't have even enough time to react to an attack they will get hit of sure, and in other cases, the player, if it does not do things perfectly, it will lose. this is what i mean with unfair. Well, the level was playable, but i thought many other levels in this contest were way much relaxing.
This problem is common in SMWC, i don't know why, actually: It may depend even by the preferences of players here.
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| Last edited on 2012-03-01 07:08:11 AM by Alessio. |
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| Posted on 2012-03-01 08:15:13 AM |
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BMF54123, my prediction is that you will get 1st place. I don't think I need to explain how I came to that prediction, as Riolu's video sums it up.
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| Posted on 2012-03-01 08:18:30 AM |
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Originally posted by DinomarAlso xjakku... wtf, also, converting english words in Hiragana (aside for the famous arigatou alligator) isn't japanese... >_>
Thanks for your input. I couldn't edit the text because of contest-limitations otherwise I would have put "ありがとう for プレイ" or something.
サンクス フォア ヨア インプット. アイ クッド ノット エヂット ぜ テクスト ビコーソ オッフ コンテストリミテーションス アザワイス アイ ウッド ハッヴ プット "ありがとう for プレイ" オア サッムチング。
God don't make me do that again. x.x
Just saying though, it's probably not fully correct either.
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| Posted on 2012-03-01 09:20:05 AM |
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遊んでくれてありがとう!
I do believe this is more accurate for "Thank you for playing" shame it doesn't really work in vanilla US SMW though. :V
Which makes me wonder, a hack of the Japanese ROM would still be vanilla, wouldn't it?
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| Posted on 2012-03-01 09:55:28 AM |
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Ah, thanks a lot Riolu180. I fixed the pipe problem in time, thanks for pointing it out.
I'm really glad you liked the level, and i can't wait to see the video :3
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| Posted on 2012-03-01 10:00:59 AM |
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Originally posted by TeylaWhich makes me wonder, a hack of the Japanese ROM would still be vanilla, wouldn't it?
It's a nice idea, but...
Originally posted by three pages of LM191's readmeText editing is not supported for the Japanese version of SMW.
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Forum Index - Archive - Old Contests & Events - (Discussion) 5th Annual SMWCentral Level Design Competition |