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[ALL ENTRIES JUDGED + TOP 5] Mega Man Contest Judge Tries To Review Your Mario Levels
Forum Index - Important - The 12th Vanilla Level Design Contest - [ALL ENTRIES JUDGED + TOP 5] Mega Man Contest Judge Tries To Review Your Mario Levels
Pages: « 1 2 »
Originally posted by msi810
Originally posted by JupiHornet
- msi810 -
I don't know if I just didn't understand the gimmick, but this whole level felt super messy and whether I could actually dodge things or not felt luck-based half the time. The message boxes at the beginning didn't help much, either.
2/20

It's made bad on purpose obviously. Get with it.


On a serious note, the coin guides with the first pokey show what you're supposed to do to dodge enemies. Which is what the message boxes were trying to say. So I suggest you try following the coin guides with the pokey until you succeed and then use this technique in other obstacles. Unless this isn't the problem, well I don't know what to tell you. I did this and it didn't feel luck based to me. I had two testers and they didn't see this major flaw in my level. Gamedragon did, so I changed and included the new message box and the coin guides with the pokey, because this sort of playing worked for me. But I guess it's just a shitty gimmick to begin with(lol) or i'm using some other undiscovered technique that mekes it a good level to play.

I tried your level again and had a MUCH easier time, I don't know what I was doing the first time I played it...that said, 2/10 is much too low of a score in hindsight but I still didn't like the level that much. It's definitely better than I thought it was initially but it still felt awkward to play for me. Maybe like a 9-10/20

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Check out my WIP romhack!
Originally posted by JupiHornet
I tried your level again and had a MUCH easier time, I don't know what I was doing the first time I played it...that said, 2/10 is much too low of a score in hindsight but I still didn't like the level that much. It's definitely better than I thought it was initially but it still felt awkward to play for me. Maybe like a 9-10/20

Thank you very much. I'm glad that you changed your mind. I guess the gimmick is just hard to get used to.
Originally posted by JupiHornet

- MM102 -
Definitely a really neat concept for a level, but I REALLY wish there were reset doors. Having to die every time you mess up a puzzle is kind of obnoxious...I understand that there are limitations to deal with, though. Overall, the puzzles were clever and I enjoyed this level a lot.
19/20


Originally posted by Samuel Zuccati
I dunno how MM102's level actually works, but have been told it wont reset unless you die


It works by collecting coins and reloading the area, which is why you can't have reset doors.
19/20 is really generous though, thank you!
Originally posted by JupiHornet
I do wish your spin jump was just disabled in the last section instead of killing you instantly, though...it's really easy to do it on instinct.

Yes, if you tell me how this is possible with vanilla restrictions.
Otherwise thanks for your opinion even if you didn't give a score.

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Wait... so is your entry chocolate type?

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You can download my VLDC12 entry Here - final update
Originally posted by Sariel
Originally posted by JupiHornet
I do wish your spin jump was just disabled in the last section instead of killing you instantly, though...it's really easy to do it on instinct.

Yes, if you tell me how this is possible with vanilla restrictions.
Otherwise thanks for your opinion even if you didn't give a score.

Didn't realize it wasn't possible when I wrote this, but someone corrected me earlier in the thread : P

--------------------
Check out my WIP romhack!
- Kusrry -
Ehhhh...this level has some really cool ideas (ESPECIALLY that last section, that part was awesome), but the difficulty ramped up so much after that first section that it kinda caught me off guard. That first autoscroller in particular felt way too brutal, a lot of the time I was pressed up against the left edge of the screen with barely any time to do the setups. Not a bad level, but it went a bit overboard in some parts. Also, the music in that first part did not fit at all...I feel like that section and the overworld should have switched songs.
12/20

- Kori -
This level was a bit annoying...Mega Moles have some weird hitboxes that make it really easy to accidentally clip the side of one while jumping onto it, or to run off of it too easily. Combine that with the trees sometimes making it unclear when the Mega Moles will move up and down, and you get some frustrating deaths. Granted, the hitbox issues aren't your fault, but I wish the level was designed a bit better around them.
12/20

- KitikuSa -
I'm gonna be real, I found this level to be absolutely hideous...it's especially bad here because the incredibly confusing visuals actually harm the gameplay. The level has these weird visual gimmicks (ex. water reflections, perspective illusions, Layer 2 setups) that seem to exist for literally no reason other than to trick the player into overthinking the level's solution (which is actually pretty simple despite me literally having to look in Lunar Magic to find it). This is one of those puzzle levels that didn't satisfy me as much as it made me think "wait, THAT'S how you're supposed to beat it? Are you serious?". It's very strange.
7/20

- KevinM -
This level is okay, but I think some of the puzzles are a bit harsh...particularly the one where you have to enter the doors above that moving platform, there are a lot of things to keep track of there. The last room with all the Spinies was also kind of annoying, I kinda wish there were less of those. Overall though, this level had some cool ideas.
13/20

- kamekku14 -
I liked the aesthetic of this level, but the design isn't super memorable.
11/20

- JP32 -
I thought this level's use of Munchers was clever, specifically the way you incorporated the Star. That said, I think the usage of Baseball Chucks was pretty annoying...REALLY would've preferred a different enemy there.
12/20

- Josuke Yoshikage -
Very generic rompy level, not much to say about this one. I thought your music choice was great, though.
8/20

- josee_544 -
This level had a lot of really annoying setups, particularly the Sparky + Ball n' Chain combo that comes up. Also, some of the vertical jumps don't properly take into account how SMW's vertical scrolling works, making it easy to get hit unfairly. The level was a bit repetitive, too.
5/20

- jirok1 -
I mean...the gimmick itself is pretty cool, and the puzzles are clever. I wish there was more to this level than just 3 screens :V
4/20

- jdl -
This level's pretty solid, it feels like something you'd see in the actual SMW. That said, it also doesn't stand out all that much.
11/20

- IronFoxGaming -
This level was...fine, I guess? The biggest problem with it is that if you miss one of the first three moons, it looks like it's impossible to get back from the second section to the first, but you actually have to go over the top of the level...it's just really strange. Also, the Reznor fight is REALLY bad. Way too long and drawn out, and there's very little actual challenge. The level looks great, though!
11/20

- Infinity -
This level looks really nice, but I found the gameplay a bit boring. I kinda liked the usage of 1F0 and Digging Chucks, but the level doesn't do much with it.
12/20

- Incognito -
This level's alright, but I thought it was a bit overly punishing considering how few powerups there are. I also thought the last section was neat in concept, but it dragged on for a bit too long. Overall though, not bad.
13/20

- Idunno -
First of all, I LOVE how this level looks (although the spikes blend in a bit too much). This is a pretty cool level in general, although I do think that it's a bit too short and easy. I did like your usage of Grinders, though.
12/20

- hulahoop -
This level looks really cool, but I thought the gameplay was...weird. The layer 2 crushers in the middle were a bit strange, the Rainbow Shell clipped through one of the spike pillars and hit me once. The very last section was kinda awkward to play, and the last jump off of the Chargin' Chuck is a bit overly precise. Overall, this level was okay, just...weird.
12/20

- huebrbr -
This level's really strange, but I kinda liked it even though it's not particularly good. My biggest complaint is definitely the aesthetics, though...the palette here is not appealing at all.
7/20

- Hobz -
To be honest, I'd already found this entire level obnoxious, but...I could not for the life of me figure out how to solve that last puzzle (or at least I think it's the last one) and I couldn't find any videos of it. Either way, I don't have much desire to go back there and try to figure it out...overall, I did not enjoy this level. I get that the blue coins are supposed to show where the shells launch, but it's still pretty easy to get blindsided when like 4 shells come flying at you all at once. As for the second half of the level with all the puzzles, maybe I just took a while to solve them but that part feels like it drags on for WAAAY too long. The music is also really repetitive and it got so annoying that I actually muted the level after a while.
??/20

- Heraga and Darkbloom -
This level has a lot of creative usage of Layer 2. I thought the whole thing was fun and unique until the very last room...not really sure how you're meant to get through there (and yes, I did use L and R).
13/20

- Hayashi Neru -
I actually like this level a lot! It's very simple in terms of design and aesthetics, but it also stands out enough that it doesn't just feel like "Generic SMW Forest Level". It's one of those levels that feels very open, but linear and easy to get around at the same time. I really enjoyed this one.
15/20

- Hat Kid -
Aesthetically, this level is incredible. It's REALLY empty, but that helps drive home the feeling of being alone in an abandoned house. That said, I do think the level's a bit TOO empty...aside from some spin jumps off of the green bubble things, this level felt a bit too short and devoid of challenge. If the level was a bit longer and more fleshed out, I think it could be really great!
12/20

- HamOfJustice -
First of all, if this was a "best username" contest then you would win. Anyway, this level has a really interesting aesthetic style, and I was enjoying playing it until you started making me jump off of the Chucks' footballs near the end. That's already annoying to do due to how erratically they move, but doing it with Baseball Chucks attacking you at the same time...yeah, no thanks.
12/20

- Green Jerry -
I enjoyed this level, pretty solid romp. My only complaint is that one part with the Snake Block and the Digging Chuck next to the 1F0 tiles...it's a bit awkward and new players probably won't see the Chuck until it's too late. Putting a reset pipe right next to that spot was pretty generous of you, but still...
13/20

- GranBlind64 -
This level looks nice, but the design is ehhhhhhh...I thought your usage of Volcano Lotuses was a bit annoying. A lot of the setups also felt a bit repetitive, and I wish the Pipe Lakitus got a bit more use. All things considered, though, this isn't too bad.
9/20

- Galaer -
I like the concept of this level, but some of the setups are a bit awkward (particularly that last room, it has some weird timings that can be frustrating to mess up). The last jump before the level exit was kinda unnecessary, though...
11/20

- GabrielJohn -
This level's aesthetics are...not great (that foreground palette is really ugly), but I thought the design was interesting. I liked the "hidden pipe" puzzles that you used, although I thought the amount of reset pipes in the second half of the level was a bit much.
11/20

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Check out my WIP romhack!
Originally posted by JupiHornet
I'd already found this entire level obnoxious, but...
??/20

Originally posted by Hobz
Originally posted by JupiHornet
I'd already found this entire level obnoxious, but...
??/20


...oh wow. That's a lot more complicated than I thought, and it also means that all of the solutions I was trying were completely wrong :V

--------------------
Check out my WIP romhack!
I beat Hobz's entry, but my version was in a technical way.

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You can download my VLDC12 entry Here - final update
Originally posted by JupiHornet
That's a lot more complicated than I thought, and it also means that all of the solutions I was trying were completely wrong :V

just curious, what did you assume you had to do? i had hoped that by limiting the amount of things you could conceivably do it would be a simple string of logic, not to mention the fact that the only thing that could kick the shell would be the blue koopa.
but it seems that everybody that played had a hard time connecting those dots. alas
I didn't have much of a problem with the final puzzle, odd.

As another "judge" utilizing a scoring system, this thread allows me to compare our thoughts on the levels we played with ease. I really like seeing other people's opinions on various levels, and I'm looking forward to reading your thoughts on the levels that I have already played through. Keep up the good work, JupiHornet!
Originally posted by Hobz
Originally posted by JupiHornet
That's a lot more complicated than I thought, and it also means that all of the solutions I was trying were completely wrong :V

just curious, what did you assume you had to do? i had hoped that by limiting the amount of things you could conceivably do it would be a simple string of logic, not to mention the fact that the only thing that could kick the shell would be the blue koopa.
but it seems that everybody that played had a hard time connecting those dots. alas

I kept freeing the Koopa before I hit the P-Switch, not after (I did this by throwing the P-Switch up at the vine block; somehow I didn't think to use the blue shell for that).

--------------------
Check out my WIP romhack!
Originally posted by JupiHornet
- Kusrry -

Thanks for comment!
My main concept was to make fast faced water level, and autoscroll section easily can be boring, so I mainly take care for making no waiting, but sadly, It seems that it makes rather the level much tighter than I expected...
- ft029 -
I'm not really sure how to feel about this one, honestly. The level is really cool and has some neat ideas, but it also felt a bit over-reliant on trial-and-error, at least for someone like me that doesn't know much about all of the insane glitches that SMW has. I'm sure that people with much more SMW experience than me will love this level, but I didn't find it particularly fun. Also, that one jump during the first P-Switch section is REALLY easy to miss...could've been fixed if the platform with the mushroom was just one tile lower.
10/20

- FrozenQuills -
Oh man, I LOVE this level. Probably my favorite in the contest so far, honestly. The whole thing is really unique and cleverly designed, but also completely fair and learnable. The level looks super intimidating at first, but the solution becomes increasingly obvious as you play more and more of the level; I think that was your intent and you definitely succeeded. Even the harder puzzles have reset doors to help you along. My only real complaint about this level is the Big Boo fight, it's a neat idea but it can get a bit rough by the time you have to land your last hit. Otherwise, I don't have any problems with this one.
19/20

- Fostelif -
I have to wonder how many times this level name has been used...either way, I found this level kinda annoying. Having the cape definitely helped, but I wasn't a huge fan of the enemy placement (especially the bouncing fireballs). I thought your choice of music was interesting, though; it helped the level stand out a bit compared to more generic cave levels.
8/20

- Flagpole1up -
This level has nice aesthetics, but the actual design isn't very interesting. One of those "I already forgot what I just played right after I beat it" types of levels. Also, those purple log platforms do NOT look like topsolids...they really look like they should be fully solid to me, especially since the horizontal wooden platforms that use the exact same palette are fully solid. Either way, I thought this was a relatively boring level that also has a nice look.
8/20

- Fermín Acosta Jr -
This level gives me the impression that you haven't used Lunar Magic that much, but I actually enjoyed it quite a bit. It's a solid romp that feels kinda like something you'd see in the actual SMW. The main problem is that there's no checkpoint! Granted, this level is short and easy enough that it doesn't really NEED one, but it'd still be nice to have.
8/20

- EvanEMV -
The fact that you didn't label any of the levels on the world map did not leave a good first impression on me. That said, this level's actually quite good! The train aesthetic was done quite nicely and the entire level was quite rompy and fun. The music really helps to drive the atmosphere. However, I did find the completely stationary enemies to be weird to the point of almost being creepy...and are the Koopas in the second half of the level supposed to be dead? That's pretty dark : P
17/20

- EternityLarva -
This level's okay. I thought the section with the floating water was a bit overly precise compared to the rest of the level and the first section was somewhat spammy (Baseball Chucks...), but everything else was pretty solid. I especially enjoyed the part with all the Grinders, I thought that was well done. That being said, why is there no checkpoint?!?!
10/20

- Enan63 -
Ehhhh...didn't like this one that much. The concept is neat, but the setups were very much "THINK FAST!" and hard to react to; all of the unnecessary kicking Koopas only added to this. As a result you get a level that winds up being pretty frustrating.
9/20

- E-man38 and bebn legg -
I don't have any complaints about this level aside from it being too short. Really nice job here, I love the aesthetics (ESPECIALLY the music) and all of the clever enemy reskins.
19/20

- eltiolavara9 -
I'm gonna start off by saying that this level has the funniest Yoshi's house out of all the entries. As for the level itself, it's...confusing. There are some genuinely clever setups, especially the part where you have to follow a bunch of Urchins through floating water, but I thought most of it was pretty bad. I feel like most people won't realize that those red blocks hurt you until they get hit by one, and I found the level to be pretty ugly in general.
5/20

- EgonV -
I liked this level. Fun to play and the rising lava sections added a bit of flavor to make it stand out a bit. I do think some parts of the lava sections were a bit mean (mostly parts where you appear to have multiple paths but one of them actually kills you; there's one especially rough spot like this in the second lava section), but overall the level was fun and fair.
15/20

- DTA450 -
I didn't like this level much, and that's almost entirely the fault of the Baseball Chucks. They're really poorly used in this level, and there are a decent amount of them...aside from that, this level doesn't stand out much. The aesthetics are pretty interesting, though.
8/20

- Dispace -
I LOVE how this level looks, but...that's pretty much it. I found the actual design to be boring at best and flat-out unfair at worst...almost every single Thwomp in the interior sections is so high up that you won't see it until it's already falling on top of you. I saw consistencies in the types of blocks they were placed over, but they're easy to miss when you're focusing on dodging other enemies. I also thought the level was way too long and did nothing to justify its length; it never got any harder, just...longer. The boss was completely unnecessary, too.
8/20

- Digital Entertainment -
This level was fine, although I thought it was a bit too short. The actual design doesn't stand out much, but the aesthetics are interesting.
9/20

- DetectiveZvarri -
This file doesn't even load :V
DQ/20

- Desert -
I get "This is my first SMW level ever" vibes from this level, and it's...honestly not too bad if that's the case. Main complaints are that it's too short and the lava on the ceiling in the cave section doesn't actually kill you. Just keep designing and you'll get better.
3/20

- debug001 -
First things first, my immediate biggest problem with those level is those green cave tiles. They don't look good and do nothing for me except confuse my brain into thinking they're solids, which threw me off more than once. Aside from that, I found this level kind of annoying, especially the placement of the Munchers and the Baseball Chucks.
7/20

- Dan Drigues -
I enjoyed this level. Interesting gimmick, and the setups were tricky without being too hard or punishing.
15/20

- Daizo Dee Von -
This level is...weird. I think the concept is neat, but the setups are VERY unforgiving and can easily kill you if you mess up even slightly. I liked how you use message boxes to make some of the timings a bit easier, but most of the "FIRE IN THE HOLE" ones felt a bit unnecessary. Overall, this isn't necessarily a BAD level but it's a bit overboard for my liking. That said, the sound effect that plays when you start up the ROM is top tier.
12/20

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Check out my WIP romhack!
- Counterfeit -
Ehhhh...I didn't care for this one much. The level looks really good, but the gameplay itself is...strange. For starters, I was going at what felt like a reasonable speed, but I actually ran out of time right around when the Green Yoshi shows up. The Green Berries show up a bit after that, but there's no way I would've been able to get to them in time. I found the second section to be a bit too dark (if there was a red ? block somewhere I sure didn't see it) and there was also a bit of an overreliance on Football Chucks. Like I said, though, the aesthetics are great.
11/20

- codfish1002 -
Not a terrible level, and I liked that you used the alternative enemy skins, but I found this to be a bit too long. The autoscroller was also a bit dodgy; I think you would've been much better off without the Bullet Bill generator there.
11/20

- Centipede -
I really liked the idea of this level, but some of the setups felt a bit overly punishing; this is almost entirely the Pipe Lakitus' fault, honestly. I think some more powerups would've been nice.
14/20

- Carld923 -
Really neat level, although I thought it went on for a bit too long. The aesthetics in particular are REALLY good, the music fits perfectly and you can hardly tell that the graphics are all vanilla. I will say that I enjoyed the interior sections far more than the exterior ones, there were some overly tight maneuvers in the latter (especially the last section). Overall though, nice job on this one.
17/20

- BodyBone -
I think this level would've been a lot better without that first section, or at least if it was significantly shortened. I also did not enjoy "oops it turns out that you actually NEED this incredibly dangerously placed Mushroom that you probably skipped!!!" Aside from that, this level was clever. Unbelievably stressful, but clever.
13/20

- BlueZy -
Another level that would've been far better without the first section, except it's even worse here because this level's first section is quite frankly, stupid. The music there is awful and the makeshift trees are incredibly ugly and awkward to get around on, but the worst part was the transition to the second section. If the player's anything like me, they'll assume "look to the heavens" means that you're supposed to fly somewhere, not press Up right under the message box to trigger an invisible door :V
The actual airship section was okay, although I found its layout a bit confusing at points. It's also MUCH better aesthetically than the first section is, another reason why the level would probably be better off without said first section. I thought the ending sequence was neat, though.
11/20

- blocc -
Absolutely fantastic level in terms of aesthetics (the music fits the palette PERFECTLY), but the actual design is pretty boring. I wish a bit more was done with the flying ? blocks; that last section wasn't a bad start.
10/20

- Blizzard Buffalo -
I'll just get to the point; graphically, this is probably the worst level in the entire contest. Everything is WAAAY too bright, so much so that this level actually gave me a headache (and that's after I turned my computer's brightness down to play this). Not only that, but I had a had time telling some of the solids apart from background objects. The actual level design's not super memorable, either.
6/20

- Blind Devil -
This level has me conflicted. I think the level looks great and the design is pretty fun, but I found the flickering to be quite obnoxious. It doesn't even add all that much challenge to the level aside from the autoscroller and a few annoyingly placed Ball n' Chains (like the one next to the yellow exit pipe), it just makes you wait around a lot. Not really sure how much I liked this one as a whole.
14/20

- Beed28 -
Pretty generic castle level, I think. The Chucks in the autoscroller were really annoying, but aside from that I don't have any huge complaints. Aesthetics are pretty good.
11/20

- ASMagician Maks -
I actually enjoyed this level quite a bit but come on
DQ/20

- AnEvilGhost -
Not a bad level at all, I thought your usage of reskins was interesting. I do wish there was a bit more emphasis on the ghost fires, though. After all, the level is named after them :V
12/20

- AnasMario130 -
I was expecting this level to be miserable when I read the first message box, but it's actually not too bad. I do think the level went on for a little bit too long (the last section is unnecessary, right after the autoscroller would've been a good place to end it), but I liked what I played overall. That said, there were a few times where I glitched through the black holes and died even though I was following the "rules". That autoscroll section was great, though.
15/20

- Amine Retro -
I feel like people's enjoyment of this level will be directly tied to how quickly they can figure out the gimmick. I figured it out pretty quickly, so this level was a fairly easy romp that only killed me a few times. Overall, I honestly think this gimmick is kinda dumb but I enjoyed it nonetheless.
13/20

- Agent Q -
First of all, this level looks ridiculously good (the waterfall in the background is so smooth that I actually got distracted by it a few times). The level design is really fun too, although there were a few moments in the last section that I felt were a bit overly tight (especially the part where you have to squeeze in between a bunch of Swoopers while on the rope). I also felt that the order in which you had to jump on some of the platforms wasn't always clear. Overall though, really nice level.
18/20

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Check out my WIP romhack!
Pages: « 1 2 »
Forum Index - Important - The 12th Vanilla Level Design Contest - [ALL ENTRIES JUDGED + TOP 5] Mega Man Contest Judge Tries To Review Your Mario Levels

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