Super Community Contest - We have a Winner!

Official community level contests.
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Cedur
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Re: Super Community Contest - Judging has Finished!

Postby Cedur » Fri Sep 01, 2017 4:45 pm

Maybe the DQ was even performed longer ago, and just announced by now.
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Re: Super Community Contest - Judging has Finished!

Postby HenryRichard » Fri Sep 01, 2017 5:41 pm

I'm legitimately worried it may be mine - a lot of the lua was rushed and possibly broken, plus I used some 2.0 stuff that's prone to change and I wasn't sure how to properly copy the API at that time without loading it twice.
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Re: Super Community Contest - Judging has Finished!

Postby MECHDRAGON777 » Fri Sep 01, 2017 5:44 pm

I was the only person to work in a team. Hope it was not me.

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Re: Super Community Contest - Judging has Finished!

Postby Mosaic » Fri Sep 01, 2017 5:53 pm

I HOPE IT WASN'T MINE ALSO WHEN RESULTS COMING?

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Re: Super Community Contest - Judging has Finished!

Postby underFlo » Fri Sep 01, 2017 5:58 pm

If your level is an actual level then dont worry
im a girl yo

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Re: Super Community Contest - Judging has Finished!

Postby Ness-Wednesday » Fri Sep 01, 2017 6:01 pm

Someone must have sent in either a blank, or effortless file then.
I mean I swear that at least the forty-six of them are legitimate levels whether they had some humor in them (like Rinkas;Heaven) or were meant to be serious.
But I guess that person didn't think of it regardless.
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Re: Super Community Contest - Judging has Finished!

Postby Unidentified » Fri Sep 01, 2017 6:06 pm

MosaicMario wrote:I HOPE IT WASN'T MINE ALSO WHEN RESULTS COMING?
when you learn the meaning of the word P A T I E N C E

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Re: Super Community Contest - Judging has Finished!

Postby Quantix » Fri Sep 01, 2017 6:11 pm

keep up the paranoia guys
viewtopic.php?f=69&p=286856#p286855

Generic Quote Collection:
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Skant wrote:The egg will fuck you if you don't catch it
rockythechao wrote:f6 is an over-the-counter generic run-of-the-mill store-brand bootleg knockoff f5
some people wrote:The021stYoshiFromThe021stCentury: Who would win, a tophat wearing a tophat, or hoeloe wearing hoeloe?
Hoeloe: yes
glitch4: f6
rockythecomet: that's a trick question
rockythecomet: a top hat wearing a hoeloe
Waffles & Stuff (timocomlita) wrote:No matter what you do, it's impossible to get rid of the impossible.
Petrifying wrote:Piss off with your sex doll SMBX 2.0
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Re: Super Community Contest - Judging has Finished!

Postby PROX » Fri Sep 01, 2017 6:49 pm

I am not looking forward to seeing the reviews on my level lol
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Re: Super Community Contest - Judging has Finished!

Postby 7NameSam » Fri Sep 01, 2017 6:53 pm

I hope it wasn't me, because I forgot to put local copies of the APIs I used in the level folder
yoshis at the crag girl

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Re: Super Community Contest - Judging has Finished!

Postby Radiance » Fri Sep 01, 2017 7:16 pm

I hope the disqualified level isn't mine just because my level name is very long.

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Re: Super Community Contest - Judging has Finished!

Postby TLtimelord » Fri Sep 01, 2017 7:54 pm

Believe me when I say if you never received a reply from me regarding your contest level then you are guaranteed to not have been disqualified.
In an age of darkness light appears
And it wards away the ancient fears
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To a brand new day, a brand new start

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Re: Super Community Contest - Judging has Finished!

Postby Ness-Wednesday » Fri Sep 01, 2017 8:35 pm

Phew, even last place or bottom tier is better than getting disqualified.
Oh well, it's ashamed that one level got disqualified.
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Re: Super Community Contest - Judging has Finished!

Postby Yoshi678 » Fri Sep 01, 2017 8:55 pm

Are the results all gonna be posted in one go or are you gonna post a tier a day? ...I start college on the 6th pls don't leave me hanging like that.
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=Contest Results in Order of Participation=
SVLC 2016: 17th/42 (Simple Wood Level - 6.07)
Downwards Level Contest: 6th/6 (*I don't remember the level name or score.) (Currently my greatest failure as a level designer.)
Super Community Contest: ?th/46 (Rhedoht Woods) (Disqualified for broken submission. RIP me. =\)

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Re: Super Community Contest - Judging has Finished!

Postby MECHDRAGON777 » Fri Sep 01, 2017 10:43 pm

Yoshi678 wrote:Are the results all gonna be posted in one go or are you gonna post a tier a day? ...I start college on the 6th pls don't leave me hanging like that.
Quill said something about Tier 1 today or tomorrow.

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Re: Super Community Contest - Judging has Finished!

Postby Oshi » Fri Sep 01, 2017 10:59 pm

Good luck guys on your placements. Remember: White Castle believes in you.
Don't expect me to post here often, if at all.

I'm no expert, but I'm pretty sure that this isn't supposed to happen.

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Re: Super Community Contest - Judging has Finished!

Postby Uzendayo » Sat Sep 02, 2017 1:25 am

i have a 1 in 46 chance of winning this. I hope I make top 20
Spoiler: show
I placed 18th in CC8,
I placed 8th in CC11, and I
Won 1st in the First Vanilla Level Competition
┬┴┬┴┤(・_├┬┴┬┴┬┴┬┴┤(・_├┬┴┬┴┬┴┬┴┤(・_├┬┴┬┴┬┴┬┴┤(・_├┬┴┬┴┬┴┬┴┤(・_├┬┴┬┴
You might know me as Epoch
STOP INSTIGATING
STOP INSTIGATING
STOP INSTIGATING
STOP INSTIGATING

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Re: Super Community Contest - First Results Revealed!

Postby Quill » Sat Sep 02, 2017 7:25 am

First placements are here!

Remember that a rubric was used when judging. 50% of the score went to design, 30% to creativity and 20% to aesthetics.

Placements 46-35
Spoiler: show
46. Ness-Wednesday - Elemental-Earth;Sailor of the East(2.071428571/10)
  • Aristocrat (2/10)
    • Design: 5
      Creativity: 10
      Aesthetics: 5
      Review: Hey, do you accept constructive criticism on your level?
    FrozenQuills (4/10)
    • Design: 15/50
      Creativity: 15/30
      Aesthetics: 10/20
      Review: I think having 85 different warps and 72 events spanned over 19 sections and
      77 layers is a BIT much, don't you think?

      This feels like Sanctuary Fortress 2 levels of massiveness. It basically
      has SO much stuff to the point where the gameplay is always laggy.
      Some powerups also feel broken, and apparently there's a wall jump mechanic that is
      never explained.

      I can't comprehend as to how to get the secret star even with all
      those riddles at the beginning of the level. I think it's tied to those geocaches,
      but there's no way I'm getting all of those in one run. Yet, apparently the level
      is broken enough to think that I somehow got all the geocaches anyway
      (and I'm still not sure how to get the secret star from there).

      Luckily, even though the section before the first checkpoint is too long, there
      are quite a few checkpoints after, which made the (laggy) gameplay more
      tolerable. The lava dolphins are creative too.

      There's also a boss at the end, but it's kinda bad mostly cause Ness and the Mr. Saturns
      blend into the background way too much.

      All in all, this level just had too much stuff in it, and really needed to adhere to
      quality over quantity.
    Quill (1.6/10)
    • Review: Bombarding the player with ‘riddles’ right at the start? A shitty OC character replacement? Horrible unfocused design with garbage enemy replacements? Doesn’t know when to end? Ice Flower literally destroying my ears? This is Sailor of the Earth. There’s so many issues with this level that listing them would probably take hours. I don’t exactly have the patience for that. I have one piece of advice for the author of this level. Either scrap this level style or never make a level again.
      Design: 5/50
      Creativity: 4/30
      Aesthetics: 7/20
    Sorel (1/10)
    • Elemental Earth: a tragedy
      Part 1: broken mess

      It's just a incoherent mess of visuals and design. I honestly had no idea where to go at all times,
      most of the rooms felt like pointless filler and good lord, the colours are ugly.
      There's no interesting gimmick either, you're being spammed with enemies left and right and
      the player character behaves so weird. He just keeps lagging and the... I think it's supposed to be
      the hammer suit? It's ear rape.

      tl;dr: scrap this level and make a new one.

      5/3/2
    Spinda (2/10)
    • This level was just a mess. The assets used were from all over the place with basically no reason for being there and gameplay-wise it wasn't really any better. First of all, the submitted version of the level lags like hell due to reassigning player hitboxes every frame for no real reason. Additionally, the design is kind of a mess with very little coherence. It's quite easy to get lost in this level and there's little indication as to where to go and so there's a very real chance to get lost. The custom powerups are not a terrible idea but most of them are just really weird and kinda earrapey (especially the wizard one, owie oof ouch). The bad self-insert story attached to it isn't any better either.

      5/10/5
    Tltimelord (1.9/10)
    • Jesus fucking christ this level is the messiest and most overexpansive thing I've seen since Sanctuary Fortress 2. Your character powerups are broken. Your broken wizard powerup gave me tinnitus due to it’s unbelievable earrape. Your tails powerup and the roto disc/yellow switch room are both broken due to smbx physics. You have a thomas the train character model. You have 19 sections of open world clusterfuck madness. Where is the coal? Took me too fucking long to find out and realize the lava disappears when I jump onto it, no way of knowing it would do that. I do not have the patience to play for 30+ minutes in one take in this fucking unfocused mess of a level. Just about every lua based NPC is broken in some fashion especially the spiked chuck, getting stuck on slopes and making its running noise forever. Don’t make many paragraphs and RIDDLES to describe the gimmick(s). There is a color switch hunt as well. Re-evaluate your designing skills.
      Design - 0.1/5
      Creativity 1/3
      Aesthetics - 0.8/2
    Waddle Derp (2/10)
    • This level is a prime example of what not to do when making a level. Bad jokes, lacking aesthetics and no gameplay to make up for it. The level starts out with unclear hints which are supposedly necessary to play the level, showing that the designer had no idea how to properly introduce the mechanics of the level. The level (and especially the... story?) was nonsensical, incoherent and a pain to play.

      5/10/5
45. JupiHornet - Unnamed 0 (2.442857143/10)
  • Aristocrat (2/10)
    • Score: 2.0
      Design: 5
      Creativity: 5
      Aesthetics: 10
      Review: Good on you for getting back into SMBX, maybe next time you can make a level that is a bit more focused? Try checking out the level tips threads on the forum for more ideas on how to make levels that appeal to the masses :)
    FrozenQuills (2.6/10)
    • Design: 12/50
      Creativity: 8/30
      Aesthetics: 6/20
      Review: You need to push your limits man!

      This is a really basic/safe level that didn't push any boundaries
      in terms of design nor creativity. There's a ton of enemy
      variety for some reason and nothing really became more complex than
      just jumping over stuff. At its core, the level desperately
      needs an identity.

      It's main draw is that it's... not frustrating... I guess.

      Though... this was a good effort for a level made in just 40 minutes, lol.
    Quill (3.3/10)
    • Review: Well, for 40 minutes, it’s honestly not that bad. It’s bland, but fun enough to run around in for a while. Next time, see if you can get an entry in without rushing.
      Design: 12/50
      Creativity: 11/30
      Aesthetics: 10/20
    Sorel (2.7/10)
    • kthxbai

      Yeah that happened

      10/10/7
    Spinda (1.4/10)
    • Your Review Here.
      8/3/3
    Tltimelord (2.6/10)
    • Well that level came and went. It was clearly a very quickly made level that mixed just about everything in smbx together. I mean honestly in the span of about a minute long level I don't think you ever decorated a screen or used something the same way a single time. In a lot of cases this didn't really work and your level ended up, visually, looking very messy. However, it plays fine and is by no means spammed with npc's and items & item bricks are spread around at reasonable places. Perhaps the midpoint is a bit early but honestly this level barely needs a midpoint.
      Design - 1/5
      Creativity - 0.8/3
      Aesthetics - 0.8/2
    Waddle Derp (2.5/10)
    • This level just kind of happened. Enemies here and there, a cave, some snow and that's it. I hope you'll continue to make levels in the future but try centering your level around one asset rather than an unfocused mess of enemies.

      15/5/5
44. Icybrd - Island (2.728571429/10)
  • Aristocrat (2.5/10)
    • Score: 2.5
      Design: 5
      Creativity: 15
      Aesthetics: 5
      Review: On this week's episode, Mario has to escape from the high-security prison island. In order to do that, he has to navigate through halls full of Bowser’s minions and other traps and setups, like a room where he could get stuck because the warp only works into one direction!!! Or even worse, he could get stuck while solving the tricky security puzzles, after already having navigated through an entire sector full of ice blocks that he had to melt, which already left him frustrated!!!!! He might even have to look in the editor for the solution but not find it so he’d end up using shadowstar to skip this level because there honestly isn’t anything redeemable about it!!!!!!!!
    FrozenQuills (2.8/10)
    • Design: 13/50
      Creativity: 8/30
      Aesthetics: 7/20
      Review:
      you tried

      This is a pretty weirdly made level. The first half is mostly just jumping over
      obstacles, while the second half is a series of really easy "puzzles" that were
      all pretty underwhelming. Admittedly, the level as a whole was kinda boring to
      go through.

      Not much else to say other than it needs improvement, but hey, it's one small
      step towards being a good level designer.
    Quill (2.9/10)
    • Review: There were some interesting ideas here, which helped keep things fresh, although overall the level was still pretty brand. This feels first level-y, if so, this is a good start. Try to avoid sections like the ice block area, which take far too long to complete. The cave section was especially bland without much going on at all. The graphics were a bit of a mess, with the majority of the tiles a different color than the ones the player stands on. The music really didn’t fit at all either. Also, the level is uncompletable! Hooray! (This will be fixed for the episode release)
      Design: 12/50
      Creativity: 8/30
      Aesthetics: 9/20
    Sorel (3.9/10)
    • More like Cave.lvl

      There really isn't anything going on in this level, except for the little puzzles.
      Also, the colours of the dirt sometimes don't match up, so it just looks like a mess.

      tl;dr: expand on the puzzles, add a bit of spice (and make the ice "maze" less tedious)

      20/12/7
    Spinda (1.9/10)
    • This level was kind of weirdly paced and really needed more testing. The bonus area with the big Goomba just traps you forever and the level is unbeatable since the pipe never opens up. Additionally, the small "puzzles" aren't all that great either. The fire flower one is pretty tedious, but the flagpole one has a pretty smart idea behind it.
      7/7/5
    Tltimelord (3.1/10)
    • When I thought of island, I thought of something else... not airship then smb3 cave. The second half is a lot of artifical length. The coins in ice section is NOT ACCEPTABLE and takes WAY too long without the 'flamethrowwer' cheat (yes am shameless). Gameplay wise, some of the platforming is a bit silly and you ask a lot of the player with that first leap of faith (there's more but it's made clear they're safe). Little to no hazards in the switch hunt area. The music doesn't really complement the rather bland atmosphere either.
      Design - 2/5
      Creativity - 0.5/3
      Aesthetics - 0.6/2
    Waddle Derp (2/10)
    • Island. This level didn't do much of anything. The gameplay was uneventful, graphics weren't much either and in some places, the player could flatout get stuck. The level started out as an island-escape sequence and I think that if you went from there and expanded upon that idea you could have done much better.

      5/10/5
43. Doesntpostverymuch - Derrek (3.242857143/10)
  • Aristocrat (3.5/10)
    • Score: 3.5
      Design: 25
      Creativity: 5
      Aesthetics: 5
      Review: The level is just long enough to get through one loop of the music before you get to the end lol. Classic short romp with classic obstacles and amateurishly edited graphics. Not much to say here, other than the level does a really good job at being short and average in design.
    FrozenQuills (4/10)
    • Design: 13/50
      Creativity: 11/30
      Aesthetics: 16/20
      Review: A pretty but extremely short level.

      I guess the theme of this level was bombs? But they didn't really
      present much of a threat, and most of the design was rompy.
      There's not much else to say about it other than it had some
      decently placed enemies such as the fish.

      The background looks really good though.
    Quill (3/10)
    • Review: This started off kinda neat, then it just ended. Woo.
      Design: 10/50
      Creativity: 8/30
      Aesthetics: 12/20
    Sorel (3.1/10)
    • HI I'M DERREK BUM

      Well there really is not a whole lot to say.
      Short, not very challenging, no gimmick that makes it stand out.
      At least it has a visual theme of sorts.

      tl;dr: add more spice to it.

      15/5/11
    Spinda (2.8/10)
    • There really wasn't much to this level. It felt way too short, and although the bomb generators could be used well, they're just kinda... there in this level. Focussing on different ways those generators could interact with the level, the player and other elements and expanding on them would be one way to make this level more unique.
      13/6/9
    Tltimelord (3.8/10)
    • This level is so short, you hardly get a chance to enjoy it. It could be short enough that the one mushroom at the beginning is enough to hold you through, but you have bombs raining down on you combined with the unpredictable cheep cheeps. This is a formula for a LOT of cheap shots. Next, it's a little close quarters. In terms of gameplay, I didn't feel like there was a whole lot going on.
      For that, I won't penalize you too hard for it being so short, because if you made it any longer, the mechanics of the level would have gotten very boring very fast. AS for aesthetics, I like the music and the visuals aren't too bad (I love the background ;)). Overall, visually and gameplay-wise, there's not really much going on, so even though the level is stupidly short, it does what it needs to.
      Sidenote: I think you were trying to spell “Derrick” which is vaguely synonymous to an oil drill. Unintentionally funny spelling? Yes.
      Design - 2.1/5
      Creativity - 0.4/3
      Aesthetic - 1.4/2
    Waddle Derp (2.5/10)
    • Short, simple and not too pretty. The level was over before it started and didn't really do much of anything. I recommend focusing your level around one aspect, like an NPC or something and expanding upon it, rather than placing some enemies here and there and calling it a day.

      10/10/5
42. Beyond - Groove Gauntlet (3.342857143/10)
  • Aristocrat (4/10)
    • Level: Groove Gauntlet
      Score: 4.0
      Design: 10
      Creativity: 20
      Aesthetics: 10
      Review: WHEN WILL YOU PEOPLE LEARN???? ENEMY SPAM AND ARTIFICIAL DIFFICULTY AREN’T GOOD LEVEL DESIGN????? FRICKING FRICKS!!!!!!!!!!
    FrozenQuills (4.2/10)
    • Design: 11/50
      Creativity: 14/30
      Aesthetics: 17/20
      Review: Yikes.

      This level is a prime example of more content =/= better. The exploration is
      extremely overdone to the point where it's very easy to get lost. There's even
      a path that just plain traps you with no other reward. This level also commits
      some serious design no-nos such as extremely long sections without checkpoints,
      luck based door puzzles, giving a 50-50 shot of actually obtaining the first
      checkpoint, occasional powerup starvation, blind jumps, bad telegraphing with
      the exclamation points (e.g. the water turning into lava), and a secret star
      with no good indication or hints of how to obtain it.

      In terms of the actual obstacles, it's pretty rompy aside from the bombs,
      water/lava sections, and rising/lowering bridges. Some parts were even a bit
      creative. However, I didn't really like how jumping on the bombs immediately
      hurts you, and some of the platforming was a bit tight.

      The best thing about the level is the aesthetics I guess.

      But yeah, this level is kind of a mess. It really needs more checkpoints
      and some serious redesigning.
    Quill (3.1/10)
    • There are many, many things wrong with this level. Let me list some of them. Firstly, too many signs telling the player things when a good designer should construct the level in a way that lets the player figure things out on their own. Secondly, the countless events, the majority of which are really unnecessary and don’t excite me at all. I thought the red coins were interesting at first, until I realized it was just enabling a layer that would have been present in an ordinary level to begin with. I’ll give the benefit of the doubt in cases where it hid layers and showed new ones right where the player was standing, but it pretty much accomplished what an ordinary pipe did anyway. Third, edgy fanfiction. Try not to do that. I suggest the author of this level rethink the way they construct levels, because these types of levels were not fun in 2011 and are still not fun today.
      Design: 8/50
      Creativity: 12/30
      Aesthetics: 11/20
    Sorel (3.4/10)
    • Why does the level name have nothing to do with the level

      Oh boy, this was quite a ride, and not in a good way.
      I don't think I've ever seen a level that exceeds SMBX's 100 event limit before.
      As such, some parts of the level were prone to breaking occasionally, which could be avoided by using less
      events. While the branching paths idea was nice, that feeling came to a halt when I got locked out of
      the midpoint due to a 50-50 draw. Yeah. Just why?
      There's also needless backtracking involved, like picking a wrong door and having to redo an entire section
      again. This is just not fun or good punishment, it's just straight up bad design.

      tl;dr: definitely trim some fat and get some more focused design in there.
      And fix those needless punishments for playing the level as intended.

      12/11/11
    Spinda (2.5/10)
    • This level is just a pain to go through. For starters, there are way too many cases where you can be randomly fucked up and there's nothing you could do about it. One of the main paths just leads nowhere, you have to pick between two doors and one just outright denies you the checkpoint and at one point there's 5 doors and a few of them just set you back a whole lot. This is just not fun, not engaging and just makes it feel like the designer hates the player. Missing a midpoint just because you picked the wrong door with no indication of which one is the right one just pisses any player off. The use of events for literally everything doesn't really add anything to the level aside from making it feel kind of inconsistent. Platforms appearing out of thin air may be appropiate in a Ghost House (and even then, overusing them like this takes away from the effect of this), but they have no business being in this level. Additionally, this level just feels way too long and due to the way it is structured it lacks a feeling of progress.
      5/8/12
    Tltimelord (3/10)
    • This level is way too long and overcomplicated. It took me about 15 minutes to get to the midway point. With a slowly moving elevator, a trap room with long event cooldown time, and color switches, I will from here on out call this level the patron of artificial length. The design is way too overcomplicated. As for gameplay, the different types of dry bones would have been a cool concept to focus on, but you were putting too much time into making sure your elevator was moving at x1 speed + being flooded by bob-ombs and bullet bills and making sure your trap room events had 5 seconds of delay between each event. Next off, a lot of enemies felt out place, aesthetically and in terms of purpose. Your english made some of your directions hard to follow. Flashing exclamation points should not be needed every second something is hard to see or follow. As for aesthetics, some of the time it doesn't look very bad but a few times the decoration looks kinda silly. As my closing statement, I will repeat this level needed a stopping point way before the midpoint, a lot of things are done without purpose and it overall led to a pretty miserable gaming experience.
      Design - 1/5
      Creativity - 1/3
      Aesthetics- - 1/2
    Waddle Derp (2.2/10)
    • Imagine a basic bowser's castle level. Now imagine smashing ten of those to pieces and gluing them back together as condensely packed as possible in space. Voilà.

      5/5/12
41. Inspirited - Freestyle Level (3.771428571/10)
  • Aristocrat (4/10)
    • Design: 25
      Creativity: 10
      Aesthetics: 5
      Review: I’m still not quite sure what “freestyle” is supposed to mean in this context, but this level definitely was that. A more or less arbitrary coin hunt to progress through the level that didn’t pose many dangers except for a few spikes but in return also skipped out on the midway point. It was interesting seeing what kind of tasks you would throw at the player to get to the next coin and the differing in tasks (and certainly the music) gave it a very Super Mario 64-esque vibe for me, which was nice. The aesthetics were solid, at least. Overall solid first level.
    FrozenQuills (4.5/10)
    • Design: 25/50
      Creativity: 12/30
      Aesthetics: 8/20
      Review: Well, that's one way to make a level with virtually no enemies.

      The gameplay is basically just jumping around everywhere in order
      to find blue coins. While this is a very simple concept and it's executed
      pretty decently, it's definitely not the most fun of levels. However
      I will say that I did enjoy the difficulty/complexity curve and how much
      mileage you got out of, well, jumping.

      I mean, this isn't a level that would really amaze people, but I guess
      it's a good introduction to... jumping...

      Jumping is fun!
    Quill (4.2/10)
    • Review: Not a whole lot happened in this level. A lot of it was just very easy platforming. I did appreciate the variety in how the blue coins were obtained and I thought using the SMW rotating blocks to progress was a neat idea, though the timing was a little annoying at times. Other than that, this level doesn’t offer a whole lot, but it doesn’t do much wrong on the other hand either.
      Design: 19/50
      Creativity: 18/30
      Aesthetics: 5/20
    Sorel (4.2/10)
    • Rock the microphone, straight from the top of my dome.

      While it's very barebones in terms of visuals and design,
      there's a gimmick that could have been fleshed out more.

      tl;dr: expand on the gimmick, and add flavour to the aesthetics.

      20/17/5
    Spinda (2.8/10)
    • This sure happened? Most of the jumps are pretty mundane and one section is literally holding right for a few seconds. The idea of having to do a bunch of small challenges in any order is pretty neat, but most of these challenges are fairly weak.
      17/8/3
    Tltimelord (3.8/10)
    • This level reminds me a lot of Bubsy 3D. So, interesting concept, but better execution, in quite a few places. You get no chance to fuck up, but then again there aren't many chances to fuck up anyway. Design wise, it isn't that bad, I get the genuine vibe that you "freestyled" this level and maybe did it all in one take, in which case I'll commend you for that, it's more creative than what I could probably come up with. But one of the biggest flaws is that there's so little substance in the gameplay and aesthetic departments. No enemies, only hazards are spikes. Difficulty is minimal. At the very least the colors you used complement each other fine, and the music fits pretty well with the maze/labyrinth aspect. Overall, I like where you're going, but it just feels like you stopped with the first draft and didn't continue any further.
      Design - 2/5
      Creativity - 1/3
      Aesthetic - 0.8/2
    Waddle Derp (2.9/10)
    • Heyy, it's that screenshot I've seen a million times. Unfortunately, the buildup didn't quite pay off. I didn't really care for the coin-hunting part of the level which in turn made all the setups rather tedious. The level itself felt empty and despite its somewhat intruiging architecture it just never really stood out in any aspect. The gimmick has quite a bit of potential however, and if you fix the listed flaws I feel this level could be much better

      20/7/2
40. Sux - Fantômes dans le Forêt à L'aube (3.914285714/10)
  • Aristocrat (2/10)
    • Design: 5
      Creativity: 5
      Aesthetics: 10
      Review: Imagine my CC11 level but even worse.
    FrozenQuills (5.2/10)
    • Design: 16/50
      Creativity: 18/30
      Aesthetics: 18/20
      Reviews: This level got WAY too hard WAY too fast.

      The first half is decent, but it's pretty much the typical
      exploration-focused design everyone knows and loves. There's even
      a trope-following switch block barrier and switch hunt.

      The second half is where things start to get more interesting... but also worse.

      The ghost bubble things indicate danger, but 90% of the time I either can't react
      fast enough to the obstacle (e.g. the part where the giant mushroom near the end
      smashes you), the obstacle is just too hard to overcome (basically the entire key
      hunt to get rid of the barrier), or I unfairly die from it (the rising water in the skull
      raft ride). Meanwhile, I don't like how the first springboard you find is
      trapped by a rotating boo without any indication. I was also powerup-starved for
      most of the second half.

      However, I must admit that the traps themselves are creative, such as the spike
      disguises and the rising water. It's just that everything needs better execution, as
      the second half right now is super long and way too hard.
    Quill (5.4/10)
    • Review: I don’t understand the appeal of making layers that can kill the player suddenly appear right where the player is about to be without giving them a chance to react. Yeah, I know there’s a sign, but you have no idea what’s going to happen and there’s cases where even then, the player can’t do anything but die. One such incident is with a mushroom block, which doesn’t fall until the player is underneath and falls incredibly quickly so the player can’t do much at all. This gimmick really hurt the second part of the level, which could have been a simple, but fun enough part of the level, but the added complexity ended up just hurting the level rather than enhancing it.
      Design: 23/50
      Creativity: 18/30
      Aesthetics: 13/20
    Sorel (4.7/10)
    • Ceci n'est pas un niveau.

      It's always a bit of a shame to see a pretty interesting gimmick but with a lot of wasted potential.
      The main gimmick of the level is only introduced a while after the midpoint instead of right at the beginning
      and, while creative, is often used to either let the player take a surprise hit or is inconsistent
      (sometimes the yellow orbs which indicate the gimmick are either missing or are hard to see on the
      similarly yellow background).
      Additionally, the midpoint seems to be placed in an arbitrary position, as it doesn't
      serve any meaningful purpose at its current position. Moving it to the next section would have made
      much more sense, both in terms of placement and in purpose, as the section drags on for quite a bit.
      This is further hammered in by the lack of meaningful powerups in the second "part" of the level, since
      almost no enemy in the level is affected by neither the ice nor the fire flower. A couple of mushrooms
      would have helped immensely.

      tl; dr: a neat gimmick idea, held back by its lacking execution and a suboptimal midpoint.

      20/15/12
    Spinda (3.2/10)
    • This level was... not great. The powerup distribution seems rather weird with most of them being out of the way, which would be fine if those were extras but there's kind of a general lack of powerups aside from those. The kind of second part when poltergeists appear is really not good since there's no indication what's actually gonna happen. It could range to the platform sinking to spikes appearing out of nowhere, stopping the gameplay to a halt. The first item after the checkpoint is really far away from it and if you try to get it there's spikes all of a sudden. Additionally, it's an Ice Flower and pretty much all the enemies are invulnerable to ice balls. Later on you get a hammer suit to kill those poltergeists and evil yin-yang whatever but it seems to only affect some of them and chances are you won't keep it for long anyway. Graphically, this level is alright. The ground texture doesn't really look good and the graphics in general feel kinda inconsistent.
      10/12/10
    Tltimelord (4.2/10)
    • This level was incredibly obnoxious in the second half with the poltergeist bullshit. It's like you tried to use the gimmick as a way to make Cat Mario level cheap shots at every turn (because by fucking golly you will get hit by every one of the hazard changes in the environment). When it comes down to the design, I feel like a lot of things are placed without purpose, like suddenly smb2 bombs, or bullet bill cannons... in a haunted forest/swamp? As for the visuals... all I can say is recoloring doesn't magically change styles to fit a specific theme. The music for the first half is also annoyingly repetitive.
      Design - 1.5/5
      Creativity - 2/3
    Waddle Derp (2.7/10)
    • Whoever made this level is stuck in 2012 and needs help getting out. The gameplay was hollow, the graphics incoherent (ground was 10x darker than the bright sky and clouds) and the section transition with the springboard was truly awful. It's clear that a lot of effort was put in the aesthetic, but it overall really needs some work.

      5/12/10
39. krazykat - Sunset Shores (3.957142857/10)
  • Aristocrat (5/10)
    • Design: 10
      Creativity: 25
      Aesthetics: 15
      Review: Image
    FrozenQuills 3.4/10)
    • Design: 12/50
      Creativity: 10/30
      Aesthetics: 12/20
      Reviews: An underwhelming level with some worldbuilding.

      This is pretty much a romp most of the time. A lot of the design
      is just jumping over enemies and water to get to the end. The level
      gets repetitive with the design in the second half as well.
      (brown platform + koopa setup).

      I will say that the most interesting part of the level was the part with
      the brown platforms and fish, and the little town area was cute.

      The secret star doesn't add anything since it's just 'jump into a
      random water pit'

      BTW why are some of the doors missing lol.
    Quill (5/10)
    • Review: This started off as a simple, but fun little romp. Then it got weird. Then it became rompy again. Overall, it was alright.
      Design: 25/50
      Creativity: 15/30
      Aesthetics: 10/20
    Sorel (4.2/10)
    • wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww

      Well there's a bit of charm in this level but overall, it's quite bland.
      Making fun of the 4 step design is no excuse to have nothing comparable in your level :P
      Also, please use door graphics if you're gonna have door warps.
      Last but not least, why is there a second star if you're gonna put it in a bottomless pit?

      tl;dr: add more spice to it, and cut the second star.

      20/10/12
    Spinda (2.9/10)
    • This level is pretty weird? It had some charming moments but ultimately nothing really happened and some doors being obscured by sizables isn't great either.
      10/10/9
    Tltimelord (4.2/10)
    • Ok, so this level frustrates me in all the things it does, from the very basic things the design fails at to the partial joke-ish atmosphere provided in the second half. So first off, you're way too forgiving on powerups. It's such an easy level you really only need about 2 or 3 total. Also, if you're gonna make such a sketchy trek under the level to that one toad under a mass of land, I would hope you'd have a reward for the player. There's a place for toads who say slightly humorous things and the section 1 toad is a section too early and instead put a reward where he's jumping. Section 2's toadverload is a little overkill and really makes me think there wasn't very much effort put into the level. Also, the midpoint is placed too far into the later half of the level & the warp to the alleyway has absolutely no indication and that's a bad thing. As for aesthetics, there's nothing special, but I guess it does what it needs to, the music is fabulous. As for gameplay, there's really not a whole lot going on. Overall, this is an incredibly dull level, and even though I grilled it rather hard, it's not awful.
      Sidenote: I didn't even discover the section 3 room until I looked around in the editor. Maybe add some door BGOs?
      Design - 2.2/5
      Creativity - 1/3
      Aesthetics - 1/2
    Waddle Derp (3/10)
    • I got stuck at one point because a warehouse I was supposed to enter was concealed behind a sizeable, so I assumed I was trapped, jumped into the water and got a secret star? Some looking around in the editor showed me there was more to the level and playing it again made me realize that it's really quite boring. Also, later in the level the same thing happens again where a door is obscured by a sizeable. Great. The most horrendous and awful flaw however, is that you never even finished the alphabet >:c

      20/10/0
38. Cloth Pocket - Pipe Reservoir (4.1/10)
  • Aristocrat (4/10)
    • Design: 25
      Creativity: 5
      Aesthetics: 10
      Review: A rompy custom-graphics forest without Kirby music? Is that even legal?
    FrozenQuills (4.3/10)
    • Design: 20/50
      Creativity: 10/30
      Aesthetics: 13/20
      Review: A long, rompy level.

      I guess the most memorable thing about this level is that collecting the
      weird ? causes the pipes to move around so you can get the secret star.
      There is also some sorta interesting swimming with venus fire traps and
      piranha plants, but other than that this level didn't really do anything
      that remarkable.

      It's also pretty long and the gameplay doesn't really change the more
      you progress, unfortunately.
    Quill (5/10)
    • Review: This was a fun little romp. There isn’t anything too special offered here and it does drag a tad, but it was still enjoyable to play through with no notable major flaws. That’s really it, honestly.
      Design: 25/50
      Creativity: 15/30
      Aesthetics: 10/20
    Sorel (4.2/10)
    • Looks more like a forest to me

      A rompy level with nothing interesting in it.
      The second star is just horrible. Backtracking needs to be done in a good way, not like this.

      tl;dr: remove the second star and add a gimmick to make the level more than just a romp

      19/12/11
    Spinda (3/10)
    • This level didn't really have much to it. The pipe segments were barely relevant and the theme could have been used better, and having to backtrack with no difference for the secret exit is not good design at all.
      15/5/10
    Tltimelord (4.5/10)
    • This was an ok level. It doesn't really do much at all, but I guess the floating platforms added a nice touch even though they didn't really fit with the level's theme. The gameplay isn't exactly exciting or special but I couldn't say I could find any major problems I had with it other than nitpicks. I do have a major problem with the secret star. Don't get me wrong I like that it's a bit of a backtracking quest, but I wish the player didn't have to trek back through most of the level, nor did I like the fact there was no way of knowing the pipe way at the beginning would move down giving access to all the secrets in the level previously blocked by switch blocks. It was a nice idea but poor execution. The level's green is also rather bright and the smb3 athletic theme doesn't quite match the foresty feel.
      Design - 2.5/5
      Creativity - 1/3
      Aesthetic - 1/2
    Waddle Derp (3.7/10)
    • This level was a pretty good-looking romp but unfortunately it didn't do anything special gameplay-wise to set it apart. That's... honestly all there is to say, really. The pipe theme could have been applied in a multitude of ways, such as pipecannons or generators or something of the sort which could have made the level a little more exciting.

      20/5/12
37. AndrewPixel - So Long, King Iggy (4.128571429/10)
  • Aristocrat (3.5/10)
    • Design: 5
      Creativity: 20
      Aesthetics: 10
      Review: Image
    FrozenQuills (4.7/10)
    • Design: 22/50
      Creativity: 15/30
      Aesthetics: 10/20
      Reviews: This was kind of a thing.

      The whole story around time traveling and Iggy is pretty cute, but
      there are some major issues with the design. The biggest issue is
      that the first half was way too long for what it provides, and while
      the enemy placements were occasionally interesting, most of it
      was rompy or awkward (especially around those super steep slopes).
      I was also unfairly ambushed by a few venus fire traps, and the difficulty
      curve was all over the place.

      Luckily, you did provide quite a few leaves that really helped
      with the obstacle dodging in the first half.

      The second half had more flavor and was basically an average boss
      rush, though I did not like the last boss since the shells take
      too long to respawn and it's very difficult to see the yellow
      magic rings Iggy tosses since they can blend into the peach's castle
      background.

      Basically, I had a tough time with the first half, and the second half
      was only decent.
    Quill (6.2/10)
    • Review: This level is pretty alright. I enjoyed the amount of variety in level design. It truly felt like a Mario castle but with some unique flare. Having to collect the green coins honestly wasn’t fun at all though. I happened to have missed one and having to backtrack all that way just to find it was tiresome. They should have been reserved for a secret bonus, not required for the main path. It really harmed the flow of the level. The boss was super underwhelming, especially the SMB3 Bowser variant that too far too long to kill as the shell took a million years to even spawn out of the pipe. These two complaints are pretty big flaws and if they weren’t present, it would have greatly increased my enjoyment of the level. Even so, I did enjoy what the level had to offer despite of this flaws.
      Design: 29/50
      Creativity: 21/30
      Aesthetics: 12/20
    Sorel (5.4/10)
    • 2027 is gonna be lit

      A story based level involving time travel, but sadly the story falls flat, like the rest of the level.
      There is basically no use for the 7 green coins you need to collect
      since most of them are en route to the end of the level anyway.
      The distance between the start of the level and the midpoint is pretty long, and given
      that lava is basically everywhere, that means it can get frustrating pretty quickly.
      You can also get stuck in the post-time travel section by driving the glitchy rideable airship (there's
      a reason it was locked off from the old editor without using a "cheat".)
      It's also possible for a boss to spawn right in your face after defeating its predecessor.

      tl;dr: improve on the design, rework the story to be more engaging and coherent.

      22/19/13
    Spinda (3/10)
    • Oh boy, this level. The plot is honestly super incoherent and really detracts from the level. Having to get the green coins in order to progress at all is honestly not used well at all, since the ways to get them are rarely difficult. Having to wait forever while waiting for the pillars to sink was kind of infuriating, and the enemy placement felt pretty unfair and uninspired. Having to fight past Iggy and past Toad, which somehow convinces past Mario that you're real, is pretty weird and neither of the bosses offer much. The final confrontation is pretty underwhelming as well, but the background changing during the fight is pretty neat.
      10/12/8
    Tltimelord 3.6/10)
    • So, finding the green coins in this level are a bit of a bitch, especially since the level is prodominantly green. The fancy slope designs are more than unnecessary. It feels like you spent more time making those unecessary slides into nothing than actually making sure the player knows those green coins are so important that you NEED to collect them, don't make me read through two paragraphs for the only mechanic that needs to explain. I find that some chomps can be destroyed with a spin jump while others cannot kinda silly. I thought the time traveling bit was a bit corny and the toad being boom boom unintentionally hilarious. Why would killing your toad friend convince you the future mario is real?
      Design - 1.6/5
      Creativity - 1/3
      Aesthetics - 1/2
    Waddle Derp (2.5/10)
    • Let's talk about time travel. if Mario went back and prevented a future from happening, what happens to that future? Does it cease to exist? Or does it keep on existing, now without Mario but with Iggy's tyrannous reign still going..

      5/10/10
36. as303298 - Les Arbres Fous (4.6/10)
  • Aristocrat (3.5/10)
    • Design: 20
      Creativity: 5
      Aesthetics: 10
      Review: The most interesting aspect about this level is probably that you can go into both directions from the start and get a star either time. Yeah. That’s it really.
    FrozenQuills (6.3/10)
    • Design: 32/50
      Creativity: 16/30
      Aesthetics: 15/20
      Review: A short and sweet forest level.

      I like how the level is designed. There are two exits and no midpoints, but the level
      basically provides two very different paths to get them. The right path is more focused
      around skull rafts and enemies dropping onto you, while the left path is more focused on
      vertical climbing. What I also really like is how the level is nicely built around spiky
      eggs in both paths, and the lakitu at the end of the left path is a very nice touch.

      There really aren't any issues with the design, but I felt myself wanting more since both
      paths are short. The level could also be a bit more creative with its design.

      Regardless of those minor issues, this is still a nicely designed level; nice job.
    Quill (6.1/10)
    • Review: This was nice. There was some enjoyable platforming to be had in this level. I liked how you introduced the obstacles during the skull raft ride. I do think both paths should have been combined into one, as they were both fairly short, not to mention they ended pretty abruptly. Doing so would have made the level’s length perfect in my opinion.
      Design: 31/50
      Creativity: 17/30
      Aesthetics: 13/20
    Sorel (3.1/10)
    • The loco trees

      Two branching paths, both quite rompy and uninteresting.
      The trees were quite fous, though.

      tl;dr: introduce a gimmick to make it more interesting, and make it longer.

      19/12/10
    Spinda (4.2/10)
    • The fact that both of the exits are entirely different paths are vastly different and use mostly different gimmicks is pretty neat, but the design itself is not all that engaging. The poison water section was pretty cool due to the raft ride being used pretty creatively, but the other section falls kind of flat mostly due to Lakitu being used rather poorly. Additionally, both parts are pretty short and as a result of that neither of them feels complete. The overcomplicated design gives this level a pretty unnatural feeling.
      25/7/10
    Tltimelord (6/10)
    • Well that level was certainly simple, and it certainly was short enough to go without a Midpoint. Even though the most of a gimmick it had was spiny ball generators, it felt like a fine enough level that didn't really need much of one. In that aspect I don't think the buried coins were entirely necessary. The winding trees looked pretty cool in some aspects but in others they were a little bit over the top in terms of how they twisted around. I actually really liked the final vertical section (except for the spiny ball generator in the middle has the potential to create NPC spam) and with the spine balls scattered around the level I thought a final lakitu was a nice touch, since lakitus are always a bitch to deal with.
      Design - 3.7/5
      Creativity - 1/3
      Aesthetics - 1.3/2
    Waddle Derp (3/10)
    • Good lord these were some complex dirt formations and tree branch shapes. Honestly for a level which takes place in a forest, it somehow manages to look unnatural. Gameplay-wise there wasn't much going on, except for the fact that the player has to choose in going left or right and will instantly feel as if they've missed something when they find they cannot go back. Giving the player a choice is really cool and can give the player a sense of accomplishment when they stumble upon something exciting, but try to give the player the chance to turn back and go the other way.

      20/5/5
35. Trace - Hoispy Hoods(4.8/10)
  • Aristocrat (4.5/10)
    • Design: 25
      Creativity: 10
      Aesthetics: 10
      Review: This level reminds me a lot of like 2012-2014 era SMBX. Very rompy, some cool custom graphics, and… yeah. That’s it. That’s pretty much all there is to this level, so while there aren’t any flaws, this level isn’t going to be very memorable either.
    FrozenQuills (4.8/10)
    • Design: 21/50
      Creativity: 14/30
      Aesthetics: 13/20
      Review: An okay level with Kirby reskins.

      I can't really say much about the design other than it had a variety of Kirby
      enemies that were pretty simple to overcome. Not much changes from the first half
      to the second half as well, though I guess it got a tiny bit more challenging?
      It's pretty rompy as a whole.

      As a result, the level really isn't that memorable aside from aesthetics, but it's a
      decent attempt nonetheless.
    Quill (4.5/10)
    • Review: This was a cute little level. It didn’t offer too much, but it was still fun to run around it for a while. My advice is to crank up the variety, as a lot of the sections felt too similar to each other.
      Design: 15/50
      Creativity: 10/30
      Aesthetics: 10/20
    Sorel (4.9/10)
    • looks more like Woods to me

      Another level which didn't stand out with anything in particular, it's just an okay-ish romp.

      tl;dr: add something to make it stand out more.

      26/12/11
    Spinda (4.8/10)
    • This level just kind of happened, I guess. The Kirby spriteswaps were pretty cute, but unfortunately the level doesn't do a whole lot of things with these enemies. Putting more focus on those enemies would benefit the level.
      25/10/13
    Tltimelord (4.9/10)
    • Well that spazzing waddle dee was one hell of a last impression on the level. Which is a good thing because the first impression was "wow there's not a whole lot going on in this level." It's a cutesy kirby-esque SMW level with kirby foodstuff being some of the powerups. There's not a whole lot of level progression so the most fun I had in this level was making silly mistakes and getting hit. So, the level looks nice and the music fits the theme.
      Sidenote: that boo circle room is one nightmarish clusterfuck... I like it.
      Design - 3/5
      Creativity - 0.8/3
      Aesthetics - 1.1/2
    Waddle Derp (5.2/10)
    • Cute kirb enemies but not much else essentially sums up this level. It was a pleasant little romp but it didn't do very much to stand out from other levels. Bouncing on Waddle Dees over spikes was really fun and that's probably the only gimmick introduced in the level and it unfortunately was never expanded upon.

      25/15/12

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RudeGuy
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Re: Super Community Contest - First Results Revealed!

Postby RudeGuy » Sat Sep 02, 2017 7:28 am

i like the completely unnecessary decimals
im bored

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Zipper
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Re: Super Community Contest - First Results Revealed!

Postby Zipper » Sat Sep 02, 2017 7:43 am

so far my favourite judge is all of them

also obligatory



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