Originally posted by Shog
a) why do you said the level not following a constraint theme (example:only pillars) is bad while not considering that one level hacks shoul be "complex" (as stated in hack submission and excluding the "unfinished impression" which is subjective.)
I'm not sure what guidelines you're referring to (perhaps you could link to them?), but the issue I have is that the more quickly you jump to new themes within a level, the harder it is to build on any one of them individually. I like to see levels that take a theme and continue to develop it as the stage goes along. Your entry leans more toward being a variety pack, and while that's not inherently bad, I personally found that the way this particular stage handled it was a bit unfulfilling, is all.
Originally posted by Shog
b) the critic about enemy placement is not fair, because i tjought it out like this: first hard, if you manage it easy til midway point, then hard again (counting teh boss).It makes sense to me because if you die early, you can repeat the early, hardier part again(...atleast i would design future hacks of mine this way, excluding new mechanics which has to be explained in an easy way). Would you mind explaining me what`s so bad about it in your opinion?
I'll admit I didn't really look at it from that perspective, so I may have been a bit harsh on the difficulty progression, but since the midway point appears pretty late in the level, I feel like there's not quite enough time to bump up the difficulty again. The boss is certainly a step up in difficulty, yes, but it also feels kind of luck-based, which I didn't personally like. As I said, though, the spritework was generally good and if there were issues, they weren't particularly egregious and I didn't take off too much for them.
Originally posted by GeminiRage
This is what happens when I try to maintain some sense of proportionality; I ended up dragging that underground tunnel out too long just so that the interior wouldn't feel ridiculous disproportionate, considering that was a right-to-left level.
I was wondering if it was something like that. I will say I did get the impression that I was going back and forth over the same area on different floors, so that's a plus, but I guess you can pay a price for it.
Originally posted by Feenicks
would the level have been better (or scored higher, or whatever) if only the super koopas that were immediately threatening (rather than just a general slowing mechanism or less) were included, rather than having all the super koopas in the stage raised to be threatening?
Personally, I don't like it when designers' response to criticism is "ok, I'll just delete the offenders." It's usually a better idea to modify what's already there so that it works properly. Removing the offending super koopas would have given the level less of a blatant negative impression, yes, but I think it would still feel as though something's missing. I mean, I doubt you would have pasted them into the level to begin with if they weren't supposed to be a part of it, right?
Originally posted by RedToonLink
I can see why the whole bullet bill shooter thing got a tad annoying for some (namely the judges), but I was sort of going for a Castlevania vibe. It's no use justifying the reasoning behind that, now that judging is over, but I feel like I should at least mention it. I could have executed it in a less repetitive manner, but for what it's worth, it does suit its purpose. Instead of expecting to rush through the level for the sake of getting over with, I feel that the level should be kinder to players that take their time. You can get through Castlevania if you think about your moves rather than hold a direction and mash the jump button, right?
I think the difference between your level and Castlevania is that the latter doesn't have stop-and-go pacing. Yes, you have to plan your moves carefully, but (correct me if I'm wrong) you're always tangoing with enemies in an action-packed setting, not waiting for bullet bills to fire amid cramped architecture. You say the level is kinder to people who take their time, but I did take my time and personally found it more tedious than any Castlevania obstacles I remember going through. Besides, there are plenty of spots where you simply can't take your time because you have to disembark from a falling platform or bounce on note blocks, and it's not uncommon to get hit by bullet bills in those situations whether you're trying to be careful or not. Or at least, that was my take on it. I'm also not sure Castlevania's style of difficulty is a good thing to pursue in SMW, since the health systems are completely different...
Originally posted by xlk
Also, if what I've understood is correct, level design seems to consist on sprite placement and dificulty being hard enough yet posible, yet I doubt a chalenging level with great sprite placement composed of cementblocks would get 20 on level design and 0 on aescetics.
You're creating a false dichotomy there. If those were the only factors I used in my judging, you would have scored much lower. I did take everything into consideration, which is why you scored the way you did. The reason spritework comes up a lot in my comments is because I think it's an area many designers here need to focus on, not because it's the only important factor when making good levels. I'm getting a little tired of the selective perception in this thread. Just because I point out flaws in one area, it doesn't mean I fail to notice good design in other areas; I try to be very holistic when trying to decide how to rank entries.
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