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| (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 2012-03-15 12:56:16 PM |
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The facepalms are getting annoying now.
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| Posted on 2012-03-15 12:58:26 PM |
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Ok, one or two times may be funny, but then this is getting annoying for real. Mine was a kind of joke because i thought Jesus Facepalm would look funnier than Anime "let me know the name plz" facepalm: i didn't mean to start a stupid fad. C'mon, let's returning to the main topic.
I was asking before: what did you think of my level right when you saw the intro scene? And, also, some other map16 work of this contest gave me inspiration. but for custom graphics, this time.
edit: Mariofan22 ninjaes me :<
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| Last edited on 2012-03-15 12:58:54 PM by Alessio. |
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| Posted on 2012-03-15 01:10:18 PM |
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Originally posted by DinomarI was asking before: what did you think of my level right when you saw the intro scene? And, also, some other map16 work of this contest gave me inspiration. but for custom graphics, this time.
I thought "I wonder if this counts towards it being disqualified"
And well, I sure hope it doesn't. The stage itself was entirely vanilla, and pretty cool.
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| Last edited on 2012-03-15 01:11:38 PM by Teyla. |
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| Posted on 2012-03-15 01:30:17 PM |
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I seriously hope the intro scene doesn't disqualify you. That would really suck after the hard work you put into the MAP16.
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| Posted on 2012-03-15 01:33:20 PM |
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It shouldn't if you think in terms of "only judged based on level" but it should if you think in terms of like letter-of-the-rules.
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| Posted on 2012-03-15 01:36:53 PM |
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I don't think i'll be disqualifed: the intro has nothing to do with the level itself
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| Posted on 2012-03-15 01:42:17 PM |
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Originally posted by DinomarI don't think i'll be disqualifed: the intro has nothing to do with the level itself 
Not to mention they can go into Lunar Magic and delete the extra gfx, and the level will still play out the same.
In fact, there are only 3 steps required to transfer a vanilla level from 1 rom to another:
Transfer the mwl
Transfer the map16
Transfer any global palette changes.
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| Posted on 2012-03-15 02:15:29 PM |
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Dinomar will not be disqualified.
Originally posted by FellipeUzumakihttp://scienceblogs.com.br/rnam/files/2011/08/DoubleFacePalm3.jpg
Someone here doesn't like to read, and good fucking lord people, a lot of you are VERY impressionable.
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| Posted on 2012-03-15 03:05:13 PM |
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Someone could tell me if some level was more bad than the my?
Originally posted by MrDeePaySomeone here doesn't like to read, and good fucking lord people, a lot of you are VERY impressionable.
No comments...
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| Last edited on 2012-03-15 03:08:33 PM by FellipeUzumaki. |
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| Posted on 2012-03-15 04:20:52 PM |
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Originally posted by FellipeUzumakiSomeone could tell me if some level was more bad than the my?
Originally posted by MrDeePaySomeone here doesn't like to read, and good fucking lord people, a lot of you are VERY impressionable.
No comments...
Well, depends on how you define "bad". You had some great ideas, but some of them did not work out properly, especially the ones where you needed to keep an item. But if it makes you feel better, Spy's entry will probably be last place because the patch does not work.
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| Posted on 2012-03-15 04:43:00 PM |
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Ok, so it's been a week since I've had internet. Who's doing what with what now? Eh.. Don't answer that, I reread the thread.
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Anyhoo, who has what to say about my level? I think I remember Uhrix's comment about it. The main reason I'm afraid to make changes is what happened to the hack the level is based on: I made major overhauls to levels that only needed minor adjustments, resulting in levels with aggravating difficulty. I got carried away and made things worse. I figured out what happened with the Boo Rings now though. They both used the same value to turn, but they both turned different directions, so the value was effectively at 0 (or its equivilant in ASM).
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| Posted on 2012-03-15 06:51:58 PM |
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And some people wonder why I never post here.
Jeez, people.
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| Posted on 2012-03-15 07:41:24 PM |
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Better than half of yours though, not to mention you're in no position to be judging others.
Really, you've been asked nicely to stop posting in this thread by everyone. Please take their advice so this thread can have some quality restored to it, otherwise we'll just take away those posting rights entirely from this forum until the contest is over.
EDIT: And he deleted his post. Go figure. That wasn't directed at you, BMF.
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| Last edited on 2012-03-15 11:38:12 PM by S.N.N.. |
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| Posted on 2012-03-15 07:46:08 PM |
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Steering the thread back on topic, im wondering if a single person, other then the judges, have played my actual contest entry. The only levels that are discussed are either the bad ones or the extremly good ones, with a few mentions here and there of the in-betweens. Not critizing, but i can't find a better way to say that some people's levels are better then others.
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| Last edited on 2012-03-15 07:46:46 PM by ShadowFire. |
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| Posted on 2012-03-15 07:53:19 PM |
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You know, there are 98 different entries. We're not going to comment on all of them. That's the judges' jobs. (also it has 43 downloads)
But if you want some feedback, I can play it and give some. Just not right now; I'm bouncing between here and different tasks and just don't have time at the moment.
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| Posted on 2012-03-15 11:16:12 PM |
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Originally posted by ShadowFireSteering the thread back on topic, im wondering if a single person, other then the judges, have played my actual contest entry. The only levels that are discussed are either the bad ones or the extremly good ones, with a few mentions here and there of the in-betweens. Not critizing, but i can't find a better way to say that some people's levels are better then others.
If you want people to actually try your hack you need to tell people which one it is. I have a large collection of patches with no usernames (just filenames) and it's impossible to tell who made what.
Did you check Xkeeper's stream at all? He may have played it.
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| Posted on 2012-03-16 12:59:43 AM |
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Even though this is a bit off topic, but...
Originally posted by Xkeeper
Well, this was an interesting read! It relates greatly to the level design of the Megaman series and a few others.
This is not to be overlooked.
It's incredibly important to use these tactics with introducing ANY gimmick/tactic/ect.
However, how Xkeeper presents it is how it seems it's being disregarded. It's a shame, really. Go ahead, read it. Especially if you are getting into level designing.
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| Posted on 2012-03-16 02:12:38 AM |
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I think the idea with the VLDC is you can get a rough idea in what place they'd be in a full hack. I doubt most of these entries would be 'first level' stuff (heck, in Chateau de Aeros, I pretty much said it was far from). I'd say the assumption is, by the point of a full hack your level takes place in, most of the gimmicks would already be established.
Even so, you can also assume that mostly experienced SMW players would be taking on most of these hacks so there wouldn't be much point in introducing every gimmick anyway apart from artificial length. A full hack is understandable but... yeah...
But then again, my father does dislike me assuming things. But I always did say to him, unless we assume, we'd get nowhere in life.
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| Posted on 2012-03-16 07:59:26 AM |
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Originally posted by marioVSshadowEven so, you can also assume that mostly experienced SMW players would be taking on most of these hacks so there wouldn't be much point in introducing every gimmick anyway apart from artificial length. A full hack is understandable but... yeah...
While this is very, very true, there's a problem when people start to assume players know how to do stuff that's barely used in SMW, but abused to hell and back in hacks.
Big one? Spin jumping off stuff.
Sure, it was there in SMW, but it was never actually required. You were required to spinjump at some points, yes, but that was to break yellow bricks.
It was never ever used to jump off of enemies.
There's also stuff presented that has problems when not used how SMW used them, like spikes.
Spikes were made in big long lines, with no way to touch the sides usually, because touching the sides hurt, and because if you do []A[], if the player is a pixel onto the spike in the middle, they get hurt.
There's a lot of other things (football chucks) but I plan on making a video or something (or maybe just a big post) later on stuff like this I noticed.
And I still want to point out all the annoying dull palettes with actual images :|
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| Posted on 2012-03-16 12:26:32 PM |
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Originally posted by TeylaWhile this is very, very true, there's a problem when people start to assume players know how to do stuff that's barely used in SMW, but abused to hell and back in hacks.
Big one? Spin jumping off stuff.
Sure, it was there in SMW, but it was never actually required. You were required to spinjump at some points, yes, but that was to break yellow bricks.
It was never ever used to jump off of enemies.
There's also stuff presented that has problems when not used how SMW used them, like spikes.
Spikes were made in big long lines, with no way to touch the sides usually, because touching the sides hurt, and because if you do []A[], if the player is a pixel onto the spike in the middle, they get hurt.
There's a lot of other things (football chucks) but I plan on making a video or something (or maybe just a big post) later on stuff like this I noticed.
And I still want to point out all the annoying dull palettes with actual images :|
THANK YOU. I never even bothered spin-jumping off enemies in the original SMW, because I never needed to. It kind of gets on my nerves when it is required in hacks (although I've seen much worse things be required in hacks...). Another thing that fits here, something less common but even worse, is cape flight. How many places in SMW were you actually required to use the cape to get through the level? I can think of exactly one such place: one of the rooms in Chocolate Island 2. (You could argue that it was also required for the second exit in Cheese Bridge Area, but I always just did a Yoshi sacrifice.) And there, there were no enemies, and you could easily take an alternate path. I still haven't quite gotten the hang of cape flight, so even requiring it for something like a secret exit seems unfair to me. And as for the spikes...well, as you said, most spikes in SMW were in pits. The ideal thing to do would be to use a custom block, but of course, that isn't possible in a vanilla contest.
Also, why does everyone design levels—and hacks in general—assuming that everyone who would play them has already played the original SMW and probably a good number of other platform games? That may be the case for most people who would play a ROM hack, but would Nintendo do the same? Reading is one of the few people I've seen explicitly try to avoid this: he was designing his hack so that everyone would be able to handle it, even people who have never played a video game before. And if you ask me, he darn well had the right idea.
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| Last edited on 2012-03-16 12:30:05 PM by imamelia. |
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Forum Index - Archive - Old Contests & Events - (Discussion) 5th Annual SMWCentral Level Design Competition |
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