NOTE: Some of these guidelines are subject to change.
Welcome to the second attempt at a VLDC collaboration/contest.
1. You may only use Lunar Magic and no other resources. This means that you cannot use custom sprites, blocks, patches, or any graphics that weren't present in the original ROM. The ONLY
exception to this rule are fix-related patches, such as No More Sprite Tile Limits, the Lava Fix
patch, etc. If you are curious to know whether
a certain patch is acceptable or not, ask in the discussion thread.
The SA-1 patch is also allowed, since it is technically vanilla.
2. You may utilize the new layer 3 editor in Lunar Magic.
3. Because of the collaborative nature of the contest, we do not want people going too crazy with resources or else not everything will fit. Therefore, you may only use the following. Using more will result in immediate disqualification.
--------a) A maximum of SIX (6) ExGFX files.
--------b) A maximum of HALF A PAGE of Map16 foreground tiles and HALF A PAGE of Map16 background tiles.
--------c) A maximum of FIVE (5) sublevels plus your MAIN LEVEL ENTERABLE FROM THE OVERWORLD, for a total of SIX (6) level numbers.
--------d) A maximum of EIGHT (8) secondary exits
3B. Likewise, there is no signup thread this year. Just stay within these limitations and you can work with whatever numbers/pages you want.
4. You may work with a single partner. No more than two people are allowed in a group.
5. You may use custom music.
6. You may have a secret exit in your level - however, for overworld purposes, you MUST note the number of exits (one or two) when you submit your level.
7. Like last year, you may post threads about your levels in this forum for feedback/to show off.
8. You may, and are encouraged to use switch palace blocks.
9. Please submit the following with your level: an IPS file, your .mwl files, a level name and any message box text
, any custom music you used, your Map16 pages, and your ExGFX files.
10. The deadline for this contest is midnight on February 9th, 2015.
The scoring will be slightly more detailed this year, though the idea is still the same: create a fun, unique, interesting vanilla level.
CREATIVE USE OF VANILLA RESOURCES (25):
Try to design your level in a way that it feels different than any of the original SMW levels, and make it feel memorable. Many people have done some cool stuff with the original resources (e.g. two people made pyramid-styled levels last year, another made an interesting line-guided level, etc). There are so many possibilities.
APPROPRIATE DIFFICULTY CURVE: (25):
If you're going to design a challenging level, then make sure it stays challenging throughout, and if you're going to design an easy level, don't suddenly ramp up the difficulty partway through. Your difficulty curve should progress smoothly, and while the difficulty should obviously increase as the level goes on, it should not be so drastic that it renders the level unbeatable. This category also encompasses how fair the level is - have you avoided including blind jumps or otherwise unfair sections?
Also: please avoid making levels that require tool-abuse to beat. Thank you.
OVERALL LEVEL QUALITY (25):
This category encompasses everything that the previous two didn't. Some good questions to ask yourself would be:
a) "Are there spots where my level feels empty or bland?"
b) "Do most of my level's threats come from clever sprite set-ups, or do they come from spamming Munchers everywhere?"
c) "Have I provided incentive for the player to do more than just run right? That is, have I included small side paths with coin stashes, Yoshi coins, or a secret exit?"
d) "If I used a midway point, did I place it in an appropriate location?"
...and so on.
Should be fairly straightforward. Did you avoid using eye-searing palettes? Have you used SMW's in a way that is pleasing to the eye without being too clustered/messy?
A total of 100 points
Should you have any questions or concerns, please ask in the "Discussion" sticky. Good luck!