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VLDC12 - Not Fan Judging - 66 Entries Played and Judged
Forum Index - Important - The 12th Vanilla Level Design Contest - VLDC12 - Not Fan Judging - 66 Entries Played and Judged
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The 12th Vanilla Level Design Contest
Not Fan Judging (Not A Fan Of VLDC)
Minish Yoshi


The hello fellow users, it is I! I will be playing and judging all but one of the levels found in the .zip folder provided by bebn legg (thanks bebn). No cheats (such as savestates, rewind, slowdown, et cetera) are used while playing.



*Only one entry will not be played and judged (LudFloko's) due to a faulty patch.



Design: 60 Points
How well-designed is the level? Is it overall fun to play? How well does it execute its theme, gimmicks and level setups? Is the difficulty consistent or is it frustrating or boring? Does the level function properly or are there issues such as unintended slowdown?

Creativity: 30 Points
Does the level present any unique or interesting ideas using SMW’s resources? Does it have any original, nice setups? Is the theme/gimmick innovative?

Aesthetics: 10 Points
How does the level look aesthetically? Is it polished? Does it do anything interesting with the original game’s graphics? Does the music fit? Is the music a nuisance to gameplay? Are there any broken sound effects or samples?

The total score will be out of 100 points.














Scores are subject to change; feedback would be appreciated.
I appreciate the time and thought you put in for mine! It definitely gave me a lot to think about for future works and a lot of motivation to do more levels.

It definitely sounds like the light placement was an issue for more than just a few people so I will bear that in mind if I use it again as something to rely on, and try not to make it as sprite-dependent. It must have been more of an "author's knowledge" thing to hit the Chuck a precise angle than I had realized. Plus, the level is hard in the dark.

The puzzles in the beginning were optional, but there were some that I hid pretty well so I understand if you did not come across them. Still, I understand if it is an abrupt gameplay change: I was hoping to make more of a progressive "adventure" rather than a progressive "gimmick," tying in places more than setups. Simplicity in later puzzles to offset the time is what I was going for, and I am glad it didn't turn it into a snooze. I am pleased with the rating and critique.

I definitely could have done something cooler with the yellow shell, but I couldn't imagine what. (I think snoruntpyro's level around the yellow power was a phenomenal way of using it that I never dreamed of tbh and I am glad to have seen that technique demonstrated - I am eager to see what you'll have to say on her level's qualities later on.) I am okay with sprite carry-over from prior obstacles seeing it as more of a bonus for attention to reuse in that it saves time, and I only intended for players to either make things much easier by using the wall triangle to kill the Lotus or to just take out the Chucks and hope they don't get hit by a fireball - I try not to be too rigid; I want to have a Reese's Cup philosophy for my level design. Needless to say, I learned a lot about the functions of things by watching and playing some of these contest levels this year.

I will bear in mind what is stated about the sewer palettes in case it is trouble for more people, since I know that except for blues which I have more trouble distinguishing, I am really keen on contrast and don't know how others do with the same colors. I am very happy with the aesthetic rating! I also found it so convenient how Bowser's clown car had such the mix of negative emotions that the moon over the Clock Tower had, with both the moon's tear and that anger vein to show intent of havoc. The smile is different but it just seems more evil/enjoying destruction rather than just wanting to come down with fury and anguish, obliterating everything.

I do like that the increased time for the music did make it more tense for you, since pressure is what I was going for! A lot of songs can get easily obnoxious this way, but I think my choosing was good here to mitigate that effect.

As for the falling parts, I might have gotten carried away by the excitement of noticing the new level layouts in this version of Lunar Magic where I could get more height. Now I don't think I could have done a lot of this in a strict vertical or horizontal layout, but maybe I should have spent an extra day or two analyzing these falling parts and fitting more substance... at the same time, I don't think the level should be any longer because it is already borderline, so I must consider how to make such additions fluid too when I do more things like this.

Question: The lotus between the wood and steel blocks was a tricky one to go around. Did my setups to prevent Yoshi loss in parts excluding the toxic water work well for you? This was a big part of the time I put into testing because I felt that loss of Yoshi, especially around this Ninji shaft, since I didn't want you to have to rush all the way down to the spike pit if you lost him early in the descent.

Your analyses on what you have played so far are fantastic and so far this is my favorite typed judging thread. It's crystal-clear and touches on everything offered. Keep going!

Just look above you...
If it's something that can be stopped, then just try to stop it!
The only Lava Lotus that I had trouble navigating around was the one with the flying blocks below it. I'm not sure if that was the one you were talking about, as I don't exactly know which Lava Lotus you mean by the one you mentioned (I tend to forget more minor details, sorry). Some of the Yoshi prevention loss setups were helpful, and were much appreciated. However, a few of them didn't exactly work well. It just depended on where you got hit.

Thanks! I really enjoy responses to my judging, I'd like to improve any way that I can.
i appreciate the feedback you gave me for my entry i myself didn't really find most of the enemies annoying or tucked into places but different people do have different taste but still i will keep your feedback in mind and try to improve in the next VLDC contest (when ever thats happening)

This is my layout i plan on adding one soon

I have a discord server smwc users only
Well, to be honest, I felt my level might be very good, but I was not so sure of how others would think because I seemed to overestimate it. Originally, I made it so that the player jumped through the holes, but apparently people complained about it being overly precise, so I changed that. Also, one of those people complained about the level being sprite-spammy, and to me it didn't seem like it at all. I'm intrigued that you didn't complain about the fake orb setup or the jankiness of the holes themselves. In retrospect, I could've done a lot more with them, but I think I'm already proud of it. Maybe I'll take more advantage of it in the next contest? Oh well, at least I got a lot of creativity points for once! Anyways, thanks a lot!

My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!
Although I did find many of your black hole setups somewhat repetitive, some were creative. Additionally, the beta cage and the black hole gimmicks seem quite underused to me, so I gave you some extra points in creativity for using them. I apologize if the high creativity score seems wrong as one of my central points was that there wasn't too much going on with the black hole setups. I just found the idea of using them and the beta cage somewhat novel.

I had one instance in which I died to the janky black hole physics, but other than that single instance, I was fine.

Thanks for your response.
Also, I didn't think the holes would be perceived as cutoff. I thought the ends of the holes compensated enough for that, plus the rest of the hole graphics are solid black anyway.

My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!
There was enough of a contrast between the black and everything else for me to consider it cutoff. On the edges it looked fine, but the tops and bottoms just looked weird and seemed somewhat out-of-place.

Having not judged anything like this before, I believe the scores didn't exactly reflect my thoughts. Some entries may be subject to change. As I get more "into the groove" I'll be able to hand out more accurate scores.

I have judged seventeen more entries and thirty-two entries total. You can see my scores and comments in my first post.
Thanks for playing my entry.

Are you an ASM coder and want to trade "resources"? Private Message me for details.
(I also offer SMW Custom Songs in exchange for ASM! I don't do ports though unless it's to remix.)

Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading "resources" in exchange. 4 more left.


I have judged seventeen more entries and forty-nine entries total. You can see my scores and comments in my first post.
Originally posted by Minish Yoshi

Thank you for the honest critics and thoughtful opinions on my VLDC level. This is my first time giving it a shot. Wasn't expecting the level to be stellar anyway, but i've tried to be careful about it, working with the only ideas that came to mind. I'll try better next time and try to seek more information towards level design. Either way, i appreciate your feedback!
You're welcome! I hope my critique aids you in your improvement.

This video is the product of a good player playing my level.

(For the record this was his first try, and this level is supposed to be one where you actually think about what you're doing instead of blindly charging forward like the levels we see all too much today)

Basically if it isn't status-quo, too bad :(

Lets just hope the judges are good players.
I feel that there are a few fallacious assumptions brought up within your argument that I'd like to clarify, in addition to responding to it.

I'll open with a quick review. Your level received a 60/100 from me and lost twenty-three points in design, fourteen points in creativity, and three in aesthetics. I disliked the entry for its setups and didn't find it much fun; I found many of the awkward enemy placements to be rather unnecessary. The course could have kept its more methodical design but could have been more player-friendly. The entry didn't need to be less challenging, just less enclosed and more lenient with instances of enemies requiring a quick reaction.

Looking back on my comments, I must admit that I exaggerated the enemy placement issue to some degree. The way I worded my complaints was insufficient. I can understand that my disliking of the level is disagreeable, but indirectly saying that I'm not a good player appears to be an attempt to nullify my opinion. By not being a good player and blindly charging forward, I didn't like the course because I wasn't able to tackle all of the obstacles correctly. I can't gauge my ability as a player very well, but I do know that I did not attempt to rush through the level. While I did not beat the entry on my first attempt, it only took a few tries for me to complete it. However, just because the level didn't give me a lot of trouble doesn't mean that I didn't think the level design was substandard. Being a good player and playing your level "correctly" doesn't make it satisfactory; the quality of the entry is. Upon my first time completing it, I thought that several setups felt tight. I didn't try to rush through the level, and it didn't give me that many problems. My skill didn't make me dislike your course; the design did. Additionally, the "lets just hope the judges are good players" comment is somewhat supercilious. It wasn't necessary and didn't help your argument; it made your entire disputation appear to be founded in anger.

Replaying your level, I can say that some setups were not as annoying as I had remembered. As mentioned within my first post in this thread, scores are subject to change. My comments and scores have a possibility of changing, so don't be surprised if they do. I played the level two times during my reevaluation, both times playing slowly, utilizing screen-scrolling the second time. Playing the course when you can see obstacles from afar makes the experience better. Playing the level without scrolling brought me to some unexpected encounters with enemies that could have been improved. However, nothing was as problematic as I recall. The entry is decent but could have been a bit more lenient and more creative.

As for this "status quo," I'm assuming this has to do with the design involving just running forward. Your level was different, was not on par with these "hold right" levels. As a result, your entry was poorly received by me. First of all, I was not aware of such a status quo. Secondly, a level that is different from whatever is currently popular would not be poorly received from me, as I don't follow the trends of the community. I prefer a variety of different levels, each with different paces and perhaps requiring a different playing style. Finally, my favored playing style is not running to the right blindly. This point is weak and just feels thrown-in. Similar to the "good player" argument (although it seems to be more prominent here), this constituent is conjecture.

Your level was better than I initially thought it was; I apologize for the improper critique on the level design. Despite my error with the inadequate judging comments, a better, more well-constructed response from you would have been appreciated. Your reasons were feeble, the tone rather haughty. Regardless, thank you for your response; your level's score and comments will be reevaluated.

I have judged seventeen more entries and sixty-six entries total, which means that I have judged half of all the entries. You can see my scores and comments in my first post.
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Forum Index - Important - The 12th Vanilla Level Design Contest - VLDC12 - Not Fan Judging - 66 Entries Played and Judged

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