VLDC9 - vanilla level design contest 9
- raocow
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Re: VLDC9 - vanquished landings dire compounds 9
like seriously they say to 'email one of the moderators' but I'm not seeing any email adresses
the chillaxest of dragons
Re: VLDC9 - vanquished landings dire compounds 9
I'll send you a PM with the guy you can contact.
e: better yet, I'll just get it reset for you and send it to you directly.
e: better yet, I'll just get it reset for you and send it to you directly.
- Mata Hari
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Re: VLDC9 - vanquished landings dire compounds 9
I made a custom background in LM, go me
I got this shit in the bag. in the bag!
I got this shit in the bag. in the bag!
Re: VLDC9 - vanquished landings dire compounds 9
Interestingly, I have been planning on calling you personally to participate just for the heck of it. Guess I don't have to :D
34th: RUINS ON BLOOD by Guilherme F Santos
74th: TROPICAL STRONGHOLD by tcdw
34th: RUINS ON BLOOD by Guilherme F Santos
74th: TROPICAL STRONGHOLD by tcdw
Re: VLDC9 - vanquished landings dire compounds 9
The first half of Ruins on Blood has quite a few obstacles that are just "here's an enemy, jump over the enemy", intermixed with the more interesting setups. The second half had a Boo Ring you had to wait around too much for, and the Boo Cloud isn't particularly interesting either. There are some good obstacles here too though. Furthermore, although the difficulty curve is mostly fine, there were a couple obstacles that seemed out of place, like the one pencil in the first half and the spring jump in the second. Perhaps the pencil part was just something I sucked at though, as raocow had no problems there. I like the aesthetics, but some of the colours feel off to me. In short, I don't feel like the level nailed anything, but I think it had a strong showing for most of it.
I feel like I'm one of the few people who liked how dark the second level was. The Fishing Boo and the Boo Cloud stuck around for not quite enough time, but I liked how the Boo Cloud worked well with the net considering it was originally intended to be placed underwater. It definitely feels like a lot of the different Ghost Houses were crammed into one level here, but the obstacles were still pretty fun.
The Boo Cloud can be used better if the player is allowed to stay near the center of the screen where the ghosts are thinner. That's why it works in a level with nets or water, but I think it could work in a land level if done correctly.
I feel like I'm one of the few people who liked how dark the second level was. The Fishing Boo and the Boo Cloud stuck around for not quite enough time, but I liked how the Boo Cloud worked well with the net considering it was originally intended to be placed underwater. It definitely feels like a lot of the different Ghost Houses were crammed into one level here, but the obstacles were still pretty fun.
The Boo Cloud can be used better if the player is allowed to stay near the center of the screen where the ghosts are thinner. That's why it works in a level with nets or water, but I think it could work in a land level if done correctly.
- Mata Hari
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Re: VLDC9 - vanquished landings dire compounds 9
I assume you're talking to raocow and not meKoopster wrote:Interestingly, I have been planning on calling you personally to participate just for the heck of it. Guess I don't have to :D
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Re: VLDC9 - verdigris lengths decrepit catacombs 9
City Sewers is a really nice looking level. It starts off rompy at first but I kinda liked the layer 2 and bats in the second half. It really didn't need to be super cramped at the end though, especially with the bat ceiling starting to become constantly in the way.
Warehouse really needs to tone down that background lol. But besides that, it's alright overwall. I think this is one of the only smw-like ghost houses we have in this contest, btw.
Unsettling Bastion is probably my top favorite level in this entire contest actually. The light gimmick, mini puzzles, and elevators combined with the aesthetics actually guiding the player make for a fantastic level. It even used bowser's bowling ball somehow in really neat ways. It should have gotten top 10 imo.
Warehouse really needs to tone down that background lol. But besides that, it's alright overwall. I think this is one of the only smw-like ghost houses we have in this contest, btw.
Unsettling Bastion is probably my top favorite level in this entire contest actually. The light gimmick, mini puzzles, and elevators combined with the aesthetics actually guiding the player make for a fantastic level. It even used bowser's bowling ball somehow in really neat ways. It should have gotten top 10 imo.
avatar by crayonchewer!
Re: VLDC9 - vanquished landings dire compounds 9
Yes, sorry for any confusionMata Hari wrote:I assume you're talking to raocow and not meKoopster wrote:Interestingly, I have been planning on calling you personally to participate just for the heck of it. Guess I don't have to :D
19th: CITY SEWERS by K3fka and Eevee
67th: WAREHOUSE by GST_Bass
17th: UNSETTLING BASTION by Gloomier
Re: VLDC9 - verdigris lengths decrepit catacombs 9
The first half of city sewers was probably weaker than the second half. I liked how the layers and the bat cloud worked together to force you to lure the bats somewhere before progressing. It never felt like I was waiting for the layers, and I felt like I had room to maneuver to avoid the bat cloud even though it was still a threat. The exception is the tail end where it forces you to run into the pipe, which I think was a mistake. I also think it really needed a powerup at the midpoint because an obstacle like the bat ceiling warrants it. The first half suffers from "just there"-ness. I also really like how the level started in the sewers instead of bookending the level with the happy outdoor area. It makes the impact when you get out stronger.
The second level was solid and enjoyable to play IMO. Nothing more to say here.
Unsettling Bastion was great! The skeletons showing where danger lies is straightforward in itself, but it was used in very creative ways when combod with bowling balls, rising layers and other puzzles. raocow didn't find the light block in the first room unfortunately (it's to the left of one of the pokeys), which makes the first text box make a bit more sense. But I do like how the level maintained a feeling of needing to turn on a light to find the first door while also making it impossible to find by floundering around pressing ↑. Unsettling Bastion nailed just about everything IMO.
The second level was solid and enjoyable to play IMO. Nothing more to say here.
Unsettling Bastion was great! The skeletons showing where danger lies is straightforward in itself, but it was used in very creative ways when combod with bowling balls, rising layers and other puzzles. raocow didn't find the light block in the first room unfortunately (it's to the left of one of the pokeys), which makes the first text box make a bit more sense. But I do like how the level maintained a feeling of needing to turn on a light to find the first door while also making it impossible to find by floundering around pressing ↑. Unsettling Bastion nailed just about everything IMO.
- snoruntpyro
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Re: VLDC9 - verdigris lengths decrepit catacombs 9
Unsettling Bastion is really cool, but I'm a bit bummed out that the layer 2 gimmick in the second half wasn't explored a bit more. Felt like there was a tiny bit of wasted potential there.
Re: VLDC9 - verdigris lengths decrepit catacombs 9
When I got the orb thing in Unsettling Bastion and it made the midpoint sound I actually thought that the guy somehow managed to pull off multi-midpoints in vanilla. I thought the puzzle was that the respawn point might be in another section, and since the text just before that mentioned something about the might of the undead or something, I promptly committed suicide (only to respawn at the actual midway point and having to redo everything).
I guess that this could be my fault because I actually know that you can't have more than one midpoint in vanilla SMW, but still.
Using the midpoint soundeffect there might not be the best idea, especially if you have messages about the undead and dying and stuff??
Also, City Sewers doesn't have a powerup if you respawn at the midpoint which seems like kind of a big oversight to me
I guess that this could be my fault because I actually know that you can't have more than one midpoint in vanilla SMW, but still.
Using the midpoint soundeffect there might not be the best idea, especially if you have messages about the undead and dying and stuff??
Also, City Sewers doesn't have a powerup if you respawn at the midpoint which seems like kind of a big oversight to me
this is getting laundromatic
Re: VLDC9 - verdigris lengths decrepit catacombs 9
I almost never comment that much on aesthetics, but Warehouse's background had black borders around everything. It was seriously distracting.
Unsettling Bastion's first half was above average but not amazing. I also think it could have some vertical elevator section where the bones and skulls change position using ON/OFF and ExAnimation shenanigans, and having to react properly to that (or any other equally creative idea). It's still a really good level and could have been a few spots higher, but it could have also been way better.
Also, ninja boy's review of the sewer level is surprisingly short, considering how much fluff he adds to his narration during his let's plays.
Unsettling Bastion's first half was above average but not amazing. I also think it could have some vertical elevator section where the bones and skulls change position using ON/OFF and ExAnimation shenanigans, and having to react properly to that (or any other equally creative idea). It's still a really good level and could have been a few spots higher, but it could have also been way better.
Also, ninja boy's review of the sewer level is surprisingly short, considering how much fluff he adds to his narration during his let's plays.
Last edited by ft029 7 years ago, edited 1 time in total.
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Re: VLDC9 - verdigris lengths decrepit catacombs 9
I dunno, I think I'd even be more likely to assume the shell is a resprited key before trying to kill myself there deliberately.Ryrir wrote: Using the midpoint soundeffect there might not be the best idea, especially if you have messages about the undead and dying and stuff??
Re: VLDC9 - verdigris lengths decrepit catacombs 9
OOOPS I gave a pretty bad level a perfect score by accident OOOOPS
I guess I'm just salty about it because I really, really hated that level. If you die more than a few times due to random rocks falling from off screen you're going to have a bad time. Even if you leave gameplay out of the picture, giving a perfect score in aesthetics seems questionable in and of itself
I guess I'm just salty about it because I really, really hated that level. If you die more than a few times due to random rocks falling from off screen you're going to have a bad time. Even if you leave gameplay out of the picture, giving a perfect score in aesthetics seems questionable in and of itself
this is getting laundromatic
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Re: VLDC9 - verdigris lengths decrepit catacombs 9
what you're mad that a judge gave a perfect score to a clearly, like, laughably bad level? i wonder why you could be madRyrir wrote:OOOPS I gave a pretty bad level a perfect score by accident OOOOPS
I guess I'm just salty about it because I really, really hated that level.
stop being so mand
why you mad
EDIT: no seriously legitimately the post-penalty score that level got? totally appropriate. should've been the judge's placement, L0l
"oh no my best friend was replaced by a evil demon shadow monster"
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Re: VLDC9 - verdigris lengths decrepit catacombs 9
Pretty sure OOPS! was the level Nimono admitted to completely fudging. As for why, I'm sure he'll explain.Ryrir wrote:OOOPS I gave a pretty bad level a perfect score by accident OOOOPS
He's already been ridiculed enough for it by everyone though, so be gentle.
Re: VLDC9 - verdigris lengths decrepit catacombs 9
Yeah like I said to a degree it's just me being salty.S.N.N. wrote:Pretty sure OOPS! was the level Nimono admitted to completely fudging. As for why, I'm sure he'll explain.Ryrir wrote:OOOPS I gave a pretty bad level a perfect score by accident OOOOPS
He's already been ridiculed enough for it by everyone though, so be gentle.
I had a really, really bad time with this level and somehow instead of blaming the author for not seeing/fixing its problems, I kind of blamed Nimono for giving it a perfect score (which is pretty stupid because I ususally hate people ridiculing something just because other people like/dislike it).
No hard feelings
this is getting laundromatic
Re: VLDC9 - verdigris lengths decrepit catacombs 9
*looks into the camera like i'm on the office*
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
Re: VLDC9 - verdigris lengths decrepit catacombs 9
Cave world!! The submap that I designed. It was hard to make it look good!!!! But don't blame me for the colors (I design with vanilla colors cause my palettes are bad), ASM, graphics and the super nice layer 3 light effect!
And it also has the level that, in my opinion (but not most people's), should've won.
109th: MOLTEN CAVERN by Hypershadic
PENALTY REASONING: -24 for using 4 days of the extension
107th: OOPS! by dax
PENALTY REASONING: a grand total of minus thirty points for using the full extension! (5 days) In fact, dax decided to make a level after the deadline.
In disagreement with the other judges, I thought Molten Cavern was more on the tier of mid-ranking levels. It's a bit empty and short, but it does its thing. 35 may be a tad too high though.
I'm guilty about my score for oops!, I should not have given it that high. I find it incredible that you only died once and at the beginning, but I'm glad you were able to see what the issue with this level is. It's boring, long and unfair. I was waaaaaaaaaaaaaaaaaaay too forgiving.
Nimono's justification to his high score doesn't involve him thinking the level deserved that high either, I can tell you that much.
And it also has the level that, in my opinion (but not most people's), should've won.
109th: MOLTEN CAVERN by Hypershadic
PENALTY REASONING: -24 for using 4 days of the extension
107th: OOPS! by dax
PENALTY REASONING: a grand total of minus thirty points for using the full extension! (5 days) In fact, dax decided to make a level after the deadline.
In disagreement with the other judges, I thought Molten Cavern was more on the tier of mid-ranking levels. It's a bit empty and short, but it does its thing. 35 may be a tad too high though.
I'm guilty about my score for oops!, I should not have given it that high. I find it incredible that you only died once and at the beginning, but I'm glad you were able to see what the issue with this level is. It's boring, long and unfair. I was waaaaaaaaaaaaaaaaaaay too forgiving.
Nimono's justification to his high score doesn't involve him thinking the level deserved that high either, I can tell you that much.
Re: VLDC9 - verdigris lengths decrepit catacombs 9
I thought Molten Cavern was clumsy and felt like a "this is my first time using LM" level. It was boring, flat and didn't guide the player very well. I did the same thing as raocow trying to spin jump on the block with the coin below it for exactly the same reason. It did have some redeeming qualities though (for example, the setup where you use the noteblock to jump under the Koopa was pretty nice). I think this designer just needs practice.
OOPS was terrible IMO, even worse than the other level. raocow's experience is what it's like when you mostly guess correctly on where the rocks are going to fall. I guessed wrong nearly every single time, in contrast, and basically ended up just memorizing the level. Sometimes there's a ceiling to show where things are safe, but the coins are just placed willy-nilly instead of pointing out safe spots. I think this is one of those levels where ninja boy's rewinds probably skewed his results (though maybe he had an experience similar to raocow, who can say?).
Man, these overworlds are all great. :)
I didn't even realize that the slot machine in the Red Switch Palace was a choice of three places to throw the shell. The screen hadn't scrolled yet, so I just threw it down the first one.
OOPS was terrible IMO, even worse than the other level. raocow's experience is what it's like when you mostly guess correctly on where the rocks are going to fall. I guessed wrong nearly every single time, in contrast, and basically ended up just memorizing the level. Sometimes there's a ceiling to show where things are safe, but the coins are just placed willy-nilly instead of pointing out safe spots. I think this is one of those levels where ninja boy's rewinds probably skewed his results (though maybe he had an experience similar to raocow, who can say?).
Man, these overworlds are all great. :)
I didn't even realize that the slot machine in the Red Switch Palace was a choice of three places to throw the shell. The screen hadn't scrolled yet, so I just threw it down the first one.
- snoruntpyro
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Re: VLDC9 - verdigris lengths decrepit catacombs 9
I wasn't able to beat OOPS!. It's just such a snoozefest and a really horrible level. You can probably see why. The have-to-be-big DC at the end is especially a dick move.
Re: VLDC9 - verdigris lengths decrepit catacombs 9
this is especially hilarious in the context of today's episode109th: MOLTEN CAVERN by Hypershadic
The biggest offender is the autoscroll section, though - it starts off with what seems to be a branching path, but one of them is a dead end with no indication at all.
lack of clarity tbh
this is getting laundromatic
Re: VLDC9 - verdigris lengths decrepit catacombs 9
I can kind of understand why Nimono gave levels like Triangular Ship and Gambly Night a perfect score, because although I believe those levels are heavily flawed in ways, they do some stuff extremely well.
Oops! on the other hand is a god awful joke level and I'd assume he gave it a 60/60 as a joke/troll score. It was one of the worst levels I've played in the entire contest. Why Oops! didn't get a green door is beyond me. I have no issue with anyone tool spamming that level just to get the exit. I don't understand why he would give it a 60/60 unless he wasn't taking the judging of the contest seriously in the slightest. Even if you somehow liked the level, can you honestly give it a 30/30 for Design or a 10 for Aesthetics?
Oops! was one of the most miserable experiences I've had with this contest. It's a slow auto-scrolling cave level with no midpoint and just falling rocks that either require you to be lucky or memorize by redoing the level over and over again. Not to mention the ending section that requires you to make blind jumps. The level is extremely slow and boring too. There are only a few levels that I possibly dislike more.
Oops! on the other hand is a god awful joke level and I'd assume he gave it a 60/60 as a joke/troll score. It was one of the worst levels I've played in the entire contest. Why Oops! didn't get a green door is beyond me. I have no issue with anyone tool spamming that level just to get the exit. I don't understand why he would give it a 60/60 unless he wasn't taking the judging of the contest seriously in the slightest. Even if you somehow liked the level, can you honestly give it a 30/30 for Design or a 10 for Aesthetics?
Oops! was one of the most miserable experiences I've had with this contest. It's a slow auto-scrolling cave level with no midpoint and just falling rocks that either require you to be lucky or memorize by redoing the level over and over again. Not to mention the ending section that requires you to make blind jumps. The level is extremely slow and boring too. There are only a few levels that I possibly dislike more.
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Re: VLDC9 - verdigris lengths decrepit catacombs 9
I feel that Nimono was easy on that level because it was submitted after the deadline.... is what I would be saying, if Molten Cavern didn't receive such a low score from him... I don't fully understand that line of reasoning. (EDIT: Sorry. Gender confusion is easy)
The levels I missed were all okay, excluding City Sewers, which had really good music choice and actual good use of the bat cloud... (wow) and Unsettling Bastion, which is simply a terrific Ghost House level that I am shocked is using fully vanilla assets. It also nails the atmosphere just right.
Molten Cavern is one of those 'it's kind of there' levels, except it's actually kind of unique... and not in a great way. That coin below the vine was kind of silly, for reasons that raocow demonstrated. The Dragon Coin over lava was also mean. However, the autoscroll was okay since it marks good paths. It seems to be some cheap tension, though. Wouldn't want that in a movie. Thankfully, this is a level design contest, so no faults there. This is an okay level, overall.
....Okay, time for the other one.
OOPS, this level has pacing issues!!! *sigh* This would have been okay if the lava moved dynamically related to Mario, but no, this is an AUTOSCROLLER. And it takes 300 seconds. That is just terrible. Also, there is zero variety to the obstacles. I get the point, but... no. Also also, those Dragon Coins requiring Mario to be powered-up.... AND risking death. Also also also, no midpoint. This level might be another candidate for the top rungs of worst world, but the rocks do have thought put into their placement. It's just that this is a bad idea, and there's a reason why SMBX levels, among games that can actually change the scroll speed of lava, do this far better. Leave this at home next time, unless you find a way to make it not an autoscroller.
Yes, I'm being harsh today. But that's because I don't really like these levels.. I believe you both can do better.
ninja boy, I like that ending message. It's just so good. Also, I like me some traditional puzzles, so the switch palace is nice, too.
The levels I missed were all okay, excluding City Sewers, which had really good music choice and actual good use of the bat cloud... (wow) and Unsettling Bastion, which is simply a terrific Ghost House level that I am shocked is using fully vanilla assets. It also nails the atmosphere just right.
Molten Cavern is one of those 'it's kind of there' levels, except it's actually kind of unique... and not in a great way. That coin below the vine was kind of silly, for reasons that raocow demonstrated. The Dragon Coin over lava was also mean. However, the autoscroll was okay since it marks good paths. It seems to be some cheap tension, though. Wouldn't want that in a movie. Thankfully, this is a level design contest, so no faults there. This is an okay level, overall.
....Okay, time for the other one.
OOPS, this level has pacing issues!!! *sigh* This would have been okay if the lava moved dynamically related to Mario, but no, this is an AUTOSCROLLER. And it takes 300 seconds. That is just terrible. Also, there is zero variety to the obstacles. I get the point, but... no. Also also, those Dragon Coins requiring Mario to be powered-up.... AND risking death. Also also also, no midpoint. This level might be another candidate for the top rungs of worst world, but the rocks do have thought put into their placement. It's just that this is a bad idea, and there's a reason why SMBX levels, among games that can actually change the scroll speed of lava, do this far better. Leave this at home next time, unless you find a way to make it not an autoscroller.
Yes, I'm being harsh today. But that's because I don't really like these levels.. I believe you both can do better.
ninja boy, I like that ending message. It's just so good. Also, I like me some traditional puzzles, so the switch palace is nice, too.
Last edited by Zephyr_DragonLord 7 years ago, edited 1 time in total.
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