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Deadline is Over!

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The deadline is over, what will happen now?
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

Actually, it's at about 0.09 or 0.08. It just doesn't show the extra number.

The real deadline is in another hour.
SNN said that he's not going to bother with it until tomorrow in the base rom thread, so while the deadline may technically be over, everybody will still have a few hours to turn in levels.

IIRC - Please correct me if I'm wrong.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Almost anyone that got a level in April/May and does not have a 100% playable level submitted and accepted into the collab will lose their level. Who will get a level next will likely be a combination of people who completed a first level and remained active in the project (the order this'll be done in I don't have any real confirmation on from SNN himself) and who reserved a level in the Reservations thread (which will be decided upon differently, if I'm hearing things right).

These people along with all of the June/July designers will most likely have until the end of September to complete their level and must be able to provide at least weekly progress on their work.

Technically we are in FUCKED mode now, I felt fine and didn't doing anything back in july, didn't keep updated, now i have the recent (before what final Update patch), and a lot of stuff was changed, a lot of the stuff i used to have work a bit differently, some stuff aren't working as expected, now i'm panicing to make changes for top quality.


...though i wasn't one of the people to get their levels during signup...

Doesn't matter, i have until tonight my time to finish.
What happens now? I close my eyes and sleep.

But in all seriousness, I'll wipe the appropriate levels before I go out tomorrow and then offer seconds to those who:

a) Continually communicated during the making of their level, and
b) Actually produced a good level.

If memory serves me correctly, only about 15 people fall under a).
Originally posted by S.N.N.
If memory serves me correctly, only about 15 people fall under a).


Then what? Are you going to give thirds to the same people, or are you going going to shop around other people's SMW hacks just because your can't reach you grand 100 level deadline? The first hack had over 200 users work on it, how many will this one have?
Originally posted by YouAreSuperMario
Originally posted by S.N.N.
If memory serves me correctly, only about 15 people fall under a).


Then what? Are you going to give thirds to the same people, or are you going going to shop around other people's SMW hacks just because your can't reach you grand 100 level deadline? The first hack had over 200 users work on it, how many will this one have?


Keep in mind, those 200 users weren't all level designers. They also made graphics, music, sprites, and more for SMWCP1. As has been stated before, there are more ways to contribute to SMWCP2 than just making levels, and this seems to be the grand delusion a lot of folks here seem to be under.
For the record YASM, some people in SMWCP had 4-5 levels (GN, ArcticPrism, etc.) So far, the most anyone has had in this project until tomorrow is one. If you take designers into consideration, this project will have about double the level designers that SMWCP had. The 200+ people, as GeminiRage said, counted for all aspects of the hack. If we're counting people in this one, I'd put the number of people involved at this time at closer to 300 or so.
I would support giving thirds if it really meant improving the quality levels that come in and leaving less room for the people that sit around thinking they're so cool because they have a level, yet do nothing with it. Besides, certain users' dedications should more than well enough warrant a second level.

Also, the first had 200 users working on it. So what? There was a lot more participation overall with the community, but it hadn't come along as well as this one is. You could argue the fact that it was the first collab hack done by this community and things were sort of iffy, but there was a lack of quality in some parts of the project still that could have easily been touched up on, such as certain levels which weren't exactly the greatest. I mean, how would having a large number of people really affect the potential for quality levels? Besides, you're talking as if there were 200 level designers, which, believe me, wouldn't happen unless levels were worked on in groups of 3 or 4 for every single level and completely different people every time.

It really just sounds like you're mad at something and are looking for the simplest thing to rage over.

Also, "shop around other people's SMW hacks"? What are you even talking about?
Am I not going to be kicked out? I'm fearing that I would since I got my level at May 20-30.

But I think I might need some help. Can someone help me in making the level, anyone?
Maybe I can help you with some ideas, but this could be easily discussed over PM. I am actually thinking that some collab levels between two people who made a good level and who are willing to go with eachother can make a pretty cool level. I personally wouldn't mind doing a team level with MrDeePay. He seems well collected and very into the project, and even though school has started, I still have time and inspiration to work on this project.
Your layout has been removed.
According to the level list, around 23 levels are complete. That's only just over a quarter. Have any more levels been completed since then? If that is true that only 23 levels were received by the deadline, then that means the vast majority of people that signed up in April/May failed to produce something on schedule. Some people got their levels later but that is because the person that had signed up for that level before them had been removed or dropped out and somebody else had to pick up the pieces. Some may have relinquished their level because of extenuating circumstances whilst others simply did not think things through when claiming a level and later changed their mind simply because they didn't feel like working on the project in their spare time anymore. People who sign up for a level and then later change their mind because they didn't think it through are actually hindering the progress of the project, delaying the level's completion. I do believe that this project is an opportunity for people who are unknown and obscure to make a name for themselves on this project, but it seems many people have squandered that opportunity. However, I do believe in second chances. Perhaps give the people who at least have shown some promise in their level designing ability one chance to redeem failure.
Originally posted by Jovian
However, I do believe in second chances. Perhaps give the people who at least have shown some promise in their level designing ability one chance to redeem failure.


I problem with that is that S.N.N already gave second chances. I would fully understand S.N.N having to put the iron boot on this project since it seems like no level would be complete otherwise.
Originally posted by vinnyboiler
Originally posted by Jovian
However, I do believe in second chances. Perhaps give the people who at least have shown some promise in their level designing ability one chance to redeem failure.


I problem with that is that S.N.N already gave second chances. I would fully understand S.N.N having to put the iron boot on this project since it seems like no level would be complete otherwise.


This is alot grayer than you think IMHO. For example, I (and many others) produced a complete level, but the level was not up to SMWCP2 standards. Revisions were made and the levels still fell short. However, did we fail to laziness, or inability, or something else entirely.

For example: I failed at my level because I kept giving changes that, while better, weakened my original vision, and killed my ability to put inspiration into my level.
I understand, but what about people who have worked diligently during the project, but couldn't finish it due to various reasons. Especially, if the user is nearly finished the level, and has to just polish the level design and whatnot.

I don't see the point in just deleting the level, in that case. Maybe that person should have 1 more week to finish it or something.

Plus, we aren't robots. We are allowed to have free-time.
Originally posted by JDC
Plus, we aren't robots. We are allowed to have free-time.

You're also allowed to not join this project.
Your layout has been removed.
Yeah, nobody's saying you have to toil over Lunar Magic continuously from the moment you start up - as a matter of fact, I strongly doubt anyone did that. Considerin' a substantial portion of the initial signers-up immediately stopped even visiting SMWC about 2 nanoseconds after making their claim (BowserJr64 or whatever comes to mind especially in this instance), and a much larger portion dawdled around playing with their thumbs until they had a mass of requested resources created or just outright did nothing at all until it was crunch time. Some people put in a pretty genuine effort, but fell short of their/our expectations, and respectfully dropped out. Ya gotta have a certain passion and willingness to put up with all the inconveniences if you're to excel at a hobby like level editing, which a lot of people seem to think they have more of than they actually do. If you're not eager or otherwise excited enough to work on a level, maybe it's better just to sit back and watch, or even just play the stuff other people make and say what's on your mind - feedback is something anyone could at least try to offer, and it's an invaluable resource to developers taking strides in their skill level. Hopefully this stuff will get better sorted out today.

Though, I am kind of curious to see just how the gray area of the situation is dealt with; some of the late levels aren't in half bad condition, but they really should have been in the state they're currently in quite a while ago.
Originally posted by JDC
I understand, but what about people who have worked diligently during the project, but couldn't finish it due to various reasons. Especially, if the user is nearly finished the level, and has to just polish the level design and whatnot.

I don't see the point in just deleting the level, in that case. Maybe that person should have 1 more week to finish it or something.

Plus, we aren't robots. We are allowed to have free-time.


Problem is, this could just lead to an endless extension cycle, and there are a lot of people who barely touched their level until just recently. Lets be honest, do these procrastinators even deserve to get an extension when they had at least three whole months to work on a level that, ideally, should've taken much less time? Unless they had something really, really good going on and their level was close to acception, I wouldn't consider it.

Plus there's the fact that a rushed job is almost always going to turn out poorly, and this was an opinion several people shared towards the first SMWCP: that it felt rushed out at some point.
I still don't get how it takes 3 months for a level? Usually by working on it 1 hour every night, any level should be done within a week.
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