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Video showoff - 64 entries played
Forum Index - Important - The 12th Vanilla Level Design Contest - Video showoff - 64 entries played
Pages: « 1 2 »
Content removed by mods for violating rule B9: Avoid embedding or otherwise forcing users to load content of excessive filesize.
After receiving that complaint, I decided to post the playlist link with all entries played so far.

Link to VLDC12 playlist: Click the link

60+ YouTube videos falls into this category. Thanks to the link above, now it's easy to view every entry from the playlist.

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You can download my VLDC12 entry Here - final update
Check first post for new entry vids.

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You can download my VLDC12 entry Here - final update
Glad you played my entry. That was an odd death. I probably need to go back and adjust the start of when the Koopas spawn in or move when that generator needs to stop. I'll see what I can do.

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Click here to enter the world of mediocre!
More entries have been uploaded.

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You can download my VLDC12 entry Here - final update
5 entries have been uploaded. Check them out.

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You can download my VLDC12 entry Here - final update
I uploaded 4 more entries. I'm done for now.

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You can download my VLDC12 entry Here - final update
Awesome work! Thank you for your time and effort.#smw{:TUP:}

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"Black Lives Matter"

I hope you enjoyed my level.
Layout by RanAS, modified by yours truly.

I have adjusted my level in its newest update to ensure the player is more aware of their surroundings and won't have a cheap death like the one you had.

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Click here to enter the world of mediocre!
Only 2 entries uploaded. I wasn't that much into it.

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You can download my VLDC12 entry Here - final update
Thanks, Rykon! I appreciate your feedback. I have been very anxious for any since I posted it and I am thrilled about a good first impression overall. I did the Chuck thing deliberately because I felt from a standpoint that it was the perfect angle to hit the light, that it was a visually cool and flow-wise effective way to hit it since you can slide down the stairs backward right after. I will keep it in mind if it is a big enough problem for most people. Your vids have also been fun to watch. Ya gon done burned up my 4G for the month! You should get some honorary badge for doing all this... I mean, you have just about kept pace with all the submissions and that's some hard work.



Edit: I am finally home and could watch your whole playthrough without being stuck on buffering, and I am rather surprised at how different your approach was to the level than I played it (then again, author's all-seeing eye,) but it is good to see that: it means I hid secrets pretty well, the level isn't dependent on them for fun (though I believe they enhance the experience) and the level has more freedom of approach than I realized! I tried to be a little cryptic about how to find the good stuff.
The mail comment suggests the mailbox (and also the bench if you get curious) are platforms, and in the chimney where you see the berries pointing up and hear the shaking is where a mushroom is hidden, needed for the first Dragon Coin. I wish you could've found the Triforce bonus room since the floating platforms and Blargg do make it tricky, plus the risk of sinking a platform entirely. The one shelled Koopa in the area is needed for that since by the time you find the cape in the sewer walls, you are walled off from going back there. The cape also enables you later to take a small shortcut in the pit, easily find more time berries and position you better for the blue shell.


There were a few things I noticed you didn't take advantage of that could've saved you a bit of trouble too, particularly with the Pitchin' Chuck and the green shell, and the spike column where you were provided a blue shell that you had to 'argue' with a swooping platform to snag. I am glad to see the quality-of-life "Yoshi nets" I painstakingly built into the level to make him mostly unloseable paid off, and you can really only lose him in the toxic water area as far as I know.

Absolute trooper for attempting it in the dark the first two times btw. I realize what you mean now that I could get it to load: my impression was most people would go right enough to see it rather than instinctively down, so again, I am taking the alteration into consideration if it yields a better experience than the satisfaction of shaving off some seconds once you drill that angle to hit the box and fly.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Hey! Thanks so much for playing my level! Your feedback means a lot to me, even if most of it was quite negative. Lemme address it quickly:

1. It seems the gimmick with the black holes was counter-intuitive for you to understand, despite the given explanation. But don't worry, that's on me as I realize now I could've explained it much better. But believe it or not, the gimmick isn't random. You're actually supposed to go through the ledges if they move in the same direction you're gonna go to get through the solid walls.

2. Thus, with the first point, the second half is not really random. And there's actually a second checkpoint at the second half, but it might not immediately noticeable as it's actually a few screens at its beginning... again, my fault.

3. Perhaps you might be right about the hidden P-Switch, but I thought you might notice it anyway because some pixels of the springboard can be seen. Plus, you actually missed the second Dragon Coin since you're supposed to press it at the cloud ledge next to the hidden springboard.

4. I thought the small on/off switch puzzle was obvious enough? If you actually go back to the very left of the first screen, you can make the line-guided platform respawn. Guess you noticed that, but it seems you couldn't quite figure it out. If it's unnecessary, I'll remove it.

I shall improve my level ASAP before the deadline. Again, thank you.

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My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!
2 more entries have been uploaded. Once I go back to my laptop, I'll submit other entries.

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You can download my VLDC12 entry Here - final update
6 more entries have been published. There are 48 entries in total. I'm sure there are a few more. Not sure if I can doo all of them.

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You can download my VLDC12 entry Here - final update
I just keep on finding entries. M6 Productions' entry didn't work. He should have uploaded a .zip not a .rar. 5 entries uploaded.

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You can download my VLDC12 entry Here - final update
Hey there. I'm back. Perhaps I'll do a few entries, but I do have a question: while I play the final entries, should those have voice commentary? I can do that, but I need to find the headset first.

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You can download my VLDC12 entry Here - final update
I think voice commentary is a good idea, all feedback is always appreciated. But I hope it's not too much work for you, I played almost all entries and some of then takes time to figured out. But, at least, in my opinion, there were many bad levels this VLDC. (Atleast until now).

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Yo Yo YOOO
I'm curious, how does having the sawblade at the start of my level count as kaizo? It's easily visible and avoidable, plus, it's there to teach you to spinjump on them. No one else said anything about it and I don't think it's kaizo. Otherwise, thanks for playing it.
I think what he's getting at is in the opening of the level, an enemy is already coming right at you. Though you do have a couple of seconds to respond to it, it isn't considered fair practice to have to dodge something (almost) immediately upon entering a level. Whether or not this is Kaizo is debatable. I think it's above the low threshold of time allowance to dodge, so I wouldn't personally consider it to be. Some people stick Koopas in your face you have 1 second; that to me is cheap. While you may or may not lose points for it, I cannot imagine it will gain you any in a VLDC.

If you want to demonstrate to the player that they must spin jump, I think this setup more encourages them to jump over the Grinder regularly instead. The judges are intermediate to expert players and know how to spin jump for necessary travel so unless your setup is very obscure, it's safe to skip staging learning devices. If you were trying to show a player for the first time, maybe a line-guided Grinder moving vertically so it is something you need to go to, drawing out an A with coins or leaving a -POINT OF ADVICE- would be a better way of doing it, and using that to get over a wall or a Dragon Coin, Mushroom etc. but I don't believe it would be necessary or impactful in this context.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Originally posted by Counterfeit
I think what he's getting at is in the opening of the level, an enemy is already coming right at you. Though you do have a couple of seconds to respond to it, it isn't considered fair practice to have to dodge something (almost) immediately upon entering a level. Whether or not this is Kaizo is debatable. I think it's above the low threshold of time allowance to dodge, so I wouldn't personally consider it to be. Some people stick Koopas in your face you have 1 second; that to me is cheap. While you may or may not lose points for it, I cannot imagine it will gain you any in a VLDC.


I guess it just depends on the person who's playing it, but it's not unfair like your koopa example, so it should be fine. I know it definitely won't give me any points, but I didn't really make the level for points, I just wanted to participate in a VLDC. I have to agree that having a tutorial setup is kinda' pointless, but that's just how i'm used to designing levels.
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Forum Index - Important - The 12th Vanilla Level Design Contest - Video showoff - 64 entries played

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