The Old-School Level Design Contest ends in
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Any regrets?
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 11th Vanilla Level Design Contest - Any regrets?
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So now that the deadline is well passed and we can no longer make updates to our levels, we've reached the stage where we can only feel one emotion: Regret

I certainly do. I found out only after the deadline that I forgot to smooth out and remove the giant area of cutoff beneath my vertical level. So if you die early, you can very plainly see it. My aesthetics will take a bit hit for this, and I will certainly get a poor score a result...

What about you? Now that it's too late, is there anything you wish you would've done differently or any bugs/graphical errors you discovered?
You know who the judges are, right? Do some research and you'll find that there's a very very small chance that you will lose aesthetic points for cutoff. A small cutoff error would definitely not cost you many points, or lower your placement at all. If anything, a judge might lower it by 1 point, but even that might be a stretch.

The way the aesthetic category works is that almost everyone gets around 70% of the points, and you lose points if the aesthetics are ugly or if they detract from the design, and you gain points if (vice versa). The way I see it, cutoff is no different than forgetting to make the eaten berry tiles green, or forgetting to use the flames bg generator in the castle bg. It's a small mistake, and it would be cruel for a judge to give it a "poor score" as a result.
wanna elaborate hobz

Originally posted by Hobz

I chuckled at this
Not listening to criticism about my level design whatsoever, freaking out over aesthetics instead... Next time it would be better for me to do more what I do best, create relatively basic but solid levels that nobody can waggle their finger at and say 'oh boy that stunk'.
Originally posted by idol
wanna elaborate hobz

assuming that i found out i still had time to make a level and started at the same time as i actually ended up starting (because obviously the big mistake was only leaving myself 6 hours to make a level), my biggest regret is not rummaging through my smw stuff and finding my half finished vanilla level centered around those flying grey blocks first. I had a lot of fun with it, and it would've been easy to finish and expand on the ideas I already had, leaving room for aesthetics (and coins... my biggest regret about the level i submitted was that it didn't have any coins) and polish.
I also spent a sizable chunk of my level design time working on an ultimately scrapped vertical level section. I had a lot of ideas that worked, some that didn't, but ultimately i didn't have the time to fine tune and shuffle everything around to get it all working perfectly.

The level i ended up making is really rough and the one p balloon block desperately needs to be pushed closer to the player to make it a lot more realistic to reach it, but I'm not too worried about the level because i really have no stake in this contest, truthfully. I'm proud of the first half and the second half is a clear rush job, and ultimately it is what it is.
i hope i win
Well, I left a door next to the cut of two screens, and if the player enters it from the wrong screen he might end up looping the level :)

But to the fighter equally hateful as to the victor, is your grinning death which stealeth nigh like a thief, — and yet cometh as master.

not really. could probably have spent a bit more time and effort polishing the visuals but i'm pretty happy with how mine came out
Originally posted by Samuel Zuccati
Well, I left a door next to the cut of two screens, and if the player enters it from the wrong screen he might end up looping the level :)

There's also the possibility of the door not taking the player to the correct location and instead directing them to the endless bonus game. I discovered this little quirk while making the hack I released a few months back.
Apparently it has something to do with Mario's position in relation to the door upon entering it. Which is why they always recommend you keep doors a tile or two away from boundaries.
The other solution to this problem is giving the neighboring screen the same exit.
I have a Discord server as well!

My KLDC2021 is out!

People are so shallow.
I could have done more tile mixing and maybe reduced the amount of sprites even more.
No regrets, just looking forward to any feedback I receive.
I feel slight regret on not making my level vertical like I originally thought of.

100% Orange Juice Playthrough:

VLDC9 Playthrough:

Not really, but I want to make a better level next time.
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