Now that the submissions period is over, you may now discuss the entries in this thread. So who do you think is going to win?
Judges, I expect your scorings to be in one week from today. Please get them into me sometime on or before Saturday, March 7th. I will then compile the scores together and should have them posted around Monday, March 9th.
Authors, if we discover that your level has a major flaw in it like a bad patch or something, please be ready to resupply us with a working patch. If you do not by the end of the judging period you will be disqualified simply because we were unable to play your level.
To make things easier on me so I can update submissions, here is the submissions list once more:
I have doubts about there being a collab hack. Last year saw none, I don't think we'll be seeing one this year. If someone really wants to do one, I'll send them all the ips files but I won't be doing it.
We had a lot of entries this time, yes, but it appears the quality of them has improved as well since last year. There are a lot of really impressive entries this time around. x1372, spigmike, and Lucas had some great levels from what I've played so far. Looking forward to the results.
Well I really enjoyed this contest. It's going to be great to look through and play what everyone else has submitted. I'm definitely liking what I've seen thus far.
Myself, I'm glad its over. I went way overboard on this level, and seven exits and approximately 35 sections was way too much to design, test, and re-palette. Without the extensions I probably would have had to leave a few sections using just basic SMW palettes, and I think my level came out better for the extra time. I certainly have no intention of making a level quite this expansive ever again.
Incidentally, someone asked about something I did in the other thread briefly. I took the graphics page and copied a duplicate of the mushroom graphic over the key. This allowed me to change the way the key looks and still adhere to the rules of this contest. It was just a happy accident that a mushroom with the key's palette looks unique enough to not be confused with something else, especially since originally I was going to use a springboard graphic. The key, being the only sprite native to SMW that Mario can both carry and stand on, got some unconventional use in my level.
Also, regardless of what my final score is, I wanted to thank the people here who were kind enough to help me test my level. With their feedback I was able to help fix some issues with graphics, difficulty, and some problems with it not being obvious what the player is supposed to do. So I want to specifically thank
Without your help the level would not have turned out as well as it did.
Here's hoping that, even without a collab hack, something can be done with these levels. It would be nice to have a 10 minute or so youtube collection with some of the best parts of each level spaced out as sort of a teaser with links to where each can be downloaded.
I just played GammaProject's level, and I have to say, that first ghost house part is completely amazing...
EDIT: Pieguy, your level is absolutely brilliant. I have used that concept as well in my hack, but your execution of it is just so much better... I especially liked the part where you had to guide the moving coins to get the key.
Frankly I think I'm going to only allow a normal and secret exit at most next year because it's getting pretty ridiculous in judging. It gets hard to recall judgment details when you're playing through the level for the Xth time. But oh well, what can you do.