Ooookaaay yeaa I completely understand your reasoning now frost. Think about it this way:
A level like "Stormy Ruins" last year, was a level that looked very nice aesthetically and had an amazingly creative use of tilesets.
In the vldc9, this level would have scored highly in both creativity and aesthetics, putting it at an enormous advantage over the other levels. While, levels like Ruins of Cupidity scored low on aesthetics. Ruins looked completely fine though. Who's to say it shouldn't score high in aesthetics?
This category change lets those levels do well in aesthetics, so you don't really need to be a "fabulatory" to score a perfect in aesthetics, actually all you need is a well polished, nice looking level with a decent palette. Now, the creativity part of the scoring means that levels like Fabulatory can be rewarded for being creative with their tilesets, while not having a huge advantage of scoring a perfect in both categories. Fabulatory is very creative in its aesthetics, but not so in gameplay. In this case, it only gets a 15/30 or so in the creativity. However, in the vldc9 scoring, Fabulatory would have scored highly in both creativity and aesthetics, even though the gameplay was not creative.
My question to the judges is, would a level like Ruins of Cupidity only score a 15/30 on creativity, because it doesn't implement aesthetic creativity?
I don't really feel like being creative with my entry because for all I know 29 of these 30 points could flow into "aesthetic creativity"."
This needs to be explained.
Aesthetic creativity is when aesthetics are used to reinforce the ideas already in the level. It's not an overflow category for aesthetics, that'd be absurd. It's wholly separate and even levels with not-so-great aesthetics can get points for aesthetic creativity.
Here are two examples from VLDC9:
Subterranean Glow is a cave-level filled with cool-looking glowy exanimation, but its aesthetics and its gameplay are entirely separate. It doesn't incorporate the aesthetics into the gameplay at all. This level would have scored high in aesthetics, but the way it used its aesthetics would earn no points in creativity.
Gambly Night is a casino-themed level whose aesthetics have been discussed to death (and will not be discussed further). The aesthetics reinforce the theme creatively by implementing harmless chance scenarios in the random pipe section and arguably by the transition to a "dead" section in the ghost-filled secret exit route. Regardless of how well it scored in aesthetics, it would earn a few points in creativity for this.
The most important thing to note is that creativity scores have always been this way. We didn't just start including creative use of aesthetics in that category, it's just that the wording has changed to be more concise. The categories themselves have not changed.
kinda iffy on the rubric as well - mostly on the middle 30 (i'm fine with aesthetics being 15-20% of the score as long as design is the other 80-85%). something about the wording and description bothers me.
still, as long as a super well-rounded level wins this year, then it should be fine
<SNN> like as long as we can collectively look at the top 10 and say "yeah, that's good", then the rubric could be whatever
I have to say, the part I love the most about this contest is the site theme. Absolutely loving scrolling the site with this theme. Also huge congrats to Magiluigi. That's probably one of the best banners I've seen in a while!
Looking for anybody to port some songs from Metroid Fusion, specifically 3 songs: "SRX", "TRO" and "AGA".
Simply for the fact that there will be more levels translevels (levels you enter from the overworld) than SMW has, you likely don't.
It was a thing in VLDC7 but was dropped for the later ones because it originally was to be put into two ROMs but due to dropped entries, one actually was enough. The Map16 tiles, sublevels, ExGFX and music slots were also assigned but once again, they got dropped.