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Re: VLDC9 - viral lines deep conglomerations 9

Posted: 07 Feb 2017, 03:52
by Lockirby2
Please Hold the Line was really good. The rails were expertly placed so that when the player jumps on the brown platforms they will always have a chance to get back, and the blue rails give a chance to telegraph all the obstacles before you are zoomed through them.

Underground Theatre seemed like it was aiming for a certain sort of "flow" that lolyoshi and worldpeace usually achieve (and so did Please Hold the Line for that matter), but it fell short of the mark. I agree heartily with everything Koopster said about the level.

Re: VLDC9 - viral lines deep conglomerations 9

Posted: 07 Feb 2017, 07:43
by Alice
ft029 wrote:1. The first dragon coin is possible to get if you are fast and get on the angel block from the right side. Then, you can get back on the eater chain and jump to safety. raocow isn't alone in misunderstanding this obstacle.
Is that the intended method? Because it seemed to be the obvious method of obtaining it to me and I was quite confused that raocow kept trying to overcomplicate it.

Re: VLDC9 - viral lines deep conglomerations 9

Posted: 07 Feb 2017, 12:49
by AUS
S'wait, that portal level was allegedly super difficult? Wut

Re: VLDC9 - viral lines deep conglomerations 9

Posted: 07 Feb 2017, 12:59
by Ryrir
AUS wrote:S'wait, that portal level was allegedly super difficult? Wut
No, the level Nimono was talking about was "Matterhorn" I believe

Interestingly enough, the idea of a portal-themed SMW level goes back to yoshicookiezeus, who made a level like that back in 2009.

Re: VLDC9 - viral lines deep conglomerations 9

Posted: 07 Feb 2017, 13:11
by Koopster
32nd: ALL HAIL MEGAMOLE by Gamma V
Nimono
DESIGN: 20/30
CREATIVITY: 13/20
AESTHETICS: 6/10
TOTAL: 39/60
That was a fun little level! I enjoyed seeing the moles everywhere, though I wish they'd been used a bit more...

ninja boy
DESIGN: 23/30
CREATIVITY: 14/20
AESTHETICS: 10/10
TOTAL: 47/60
This was a really nice looking level but it's a shame it ended so quickly.

Eternity
DESIGN: 21/30
CREATIVITY: 15/20
AESTHETICS: 8/10
TOTAL: 44/60
I was expecting some more creative setups with the Mega Moles, but this isn't bad either. It's simple, but still pretty fun to play through. The only real issue is that it might be too simple, unfortunately - it is a good level, but not as good as some other levels in the contest.

Koopster
DESIGN: 16/30
CREATIVITY: 12/20
AESTHETICS: 9/10
TOTAL: 37/60
For some reason I thought the silly-looking mega mole statues hanging around the temple were pretty humorous :p The level is really simple and sadly doesn't do much. It only really starts using mega moles at all in the sublevel and in the second half, and even then it's just a few very short mole riding segments that don't do much interesting. The level also ends really suddenly!

14th: APERTURE LABORATORY by GbreezeSunset
Nimono
DESIGN: 25/30
CREATIVITY: 17/20
AESTHETICS: 10/10
TOTAL: 52/60
The cake wasn't a lie after all! I quite enjoyed the level and how faithful it was to Portal. (as well as it could be, at least) The parts with the Football Chucks and Propulsion Gel were a LITTLE bit tricky, but overall great. However, when I went for the secret exit, I found some iffy parts. The idea of having to time your jumps around the bouncing platforms was neat, but in a few spots (especially the jump from one platform to a rope to a platform) it was a bit too challenging to land on the platform and get off safely. Then you have sprite memory issues with the platform brigade at the end... Make sure to give your levels thorough testing for fairness!

ninja boy
DESIGN: 16/30
CREATIVITY: 16/20
AESTHETICS: 5/10
TOTAL: 37/60
This was a neat level with an interesting use of the pea-spring warp glitch though I can't say I liked the aesthetics too much and kind of question the cake at the end following the rules of the contest but all in all it was fun to play. A quick note at the end of the secret path with the jumping platforms I had some of them be invisible which made it a bit harder then it should of been.

Eternity
DESIGN: 25/30
CREATIVITY: 16/20
AESTHETICS: 9/10
TOTAL: 50/60
A lot of nice ideas here, and all of them are implemented very well. You also did a great job with the secret exit path, which manages to be as interesting as the regular exit. I really love
the simple aesthetics here as well.

Koopster
DESIGN: 28/30
CREATIVITY: 20/20
AESTHETICS: 10/10
TOTAL: 58/60
What matters for a level to be amazing is not just how creative it is or how much it exploits the engine, but also how well it's designed AROUND the creativity. This is a fantastic example of an amazing level. It just feels so professional for the amount of glitches it uses! I really had fun with this, and I have never even played Portal so I don't get any of the refs :p


I was 100% Aperture Lab would at least be in the best world, but welp

Re: VLDC9 - viral lines deep conglomerations 9

Posted: 07 Feb 2017, 15:15
by Nimono
Ryrir wrote:
AUS wrote:S'wait, that portal level was allegedly super difficult? Wut
No, the level Nimono was talking about was "Matterhorn" I believe
Correct, it was Matterhorn. Why would anyone think it was the portal level when I gave it 10/10 in aesthetics, and I'm the one that fudged a score? :p

BY THE WAY, I LOVED THE PORTAL LEVEL. That Moon, though... you had to use the block duplication glitch to get it. From there, I have NO idea what to do.

Re: VLDC9 - viral lines deep conglomerations 9

Posted: 07 Feb 2017, 15:25
by Sugar
In a way, that's authentic to Portal. You have to use glitches to get a cak-- moon.

Re: VLDC9 - viral lines deep conglomerations 9

Posted: 07 Feb 2017, 15:33
by TRS
Oh man, Aperture Labs should have made best world easy. It's a shame ninja boy's score kept it back.

Re: VLDC9 - voguish laboratories dogmatic caves 9

Posted: 07 Feb 2017, 21:25
by ft029
I think gbreeze did a good job making it clear what you had to do to get the moon. Even if you have no technical knowledge of glitches like me, there should still be an instinct to make a coin factory by duping the multiple coin block that just happens to be next to a wall. Then, just jump on the note blocks randomly and somehow Mario can fall through because of interaction block shenanigans.

Ninja boy thought gbreeze used drawn graphics and thus gave it a low aesthetics score. This makes absolutely no sense to me. If you think the graphics are wrong, just open YY-CHR and check. Or, judge it normally and put "possible disqualification?" next to the score just in case. But ninja boy did something completely different and idiotic. Sigh.

Gbreezesunset's old kaizo levels are kind of unimpressive to me, but this level is very good!

Re: VLDC9 - voguish laboratories dogmatic caves 9

Posted: 08 Feb 2017, 01:11
by TRS
ft029 wrote:If you think the graphics are wrong, just open YY-CHR and check. Or, judge it normally and put "possible disqualification?" next to the score just in case.
You could also just ask the level author how they made it.

Re: VLDC9 - voguish laboratories dogmatic caves 9

Posted: 08 Feb 2017, 01:56
by Ometeotl
Love them 10 year old Internet jokes.

Re: VLDC9 - voguish laboratories dogmatic caves 9

Posted: 08 Feb 2017, 01:59
by Grounder
Ometeotl wrote:Love them 10 year old Internet jokes.
Image

Re: VLDC9 - voguish laboratories dogmatic caves 9

Posted: 08 Feb 2017, 03:45
by Ometeotl
Grounder for Worst Post 2017

Re: VLDC9 - voguish laboratories dogmatic caves 9

Posted: 08 Feb 2017, 03:59
by Lockirby2
I agree with Eternity's comments on All Hail Mega Mole (less so his rating). The level looked nice, but didn't stand out in terms of gameplay IMO.

The Portal level was pretty great. Everything was cohesive and creatively used. I haven't played Portal either though.

Re: VLDC9 - voguish laboratories dogmatic caves 9

Posted: 08 Feb 2017, 06:42
by ACesspoolofHatred
That girl in the last panel is totally giving a look that says "I am going to brutally murder all of these sons of bitches". Look at the way she clenches her teeth, she is just as infuriated by old tired jokes as the rest of us, only instead it's turned her homicidal.

also woodman what are you doing graffiting at the end of Aperture Laboratory

Re: VLDC9 - voguish laboratories dogmatic caves 9

Posted: 08 Feb 2017, 12:32
by S.N.N.
excited for the best map ever tomorrow (imo)

sure hope raocow decides to do a music montage for it, because man

Re: VLDC9 - voguish laboratories dogmatic caves 9

Posted: 08 Feb 2017, 14:35
by Zephyr_DragonLord
Well, those are some nice levels over these 2 days.

All Hail Megamole is pretty simple gameplay wise, but also pretty solid. Mega Moles don't feature too much in full-length levels without being difficult, so this is a nice breather, especially with all of those nice mole statues. Good work.

Aperture Laboratory... is simply amazing. It should have got best world, but didn't... The platforms, the flowing water, and the glitch exhibitions... this felt exactly like a derelict laboratory, and it fits perfectly with the level. In addition, the music choice is very solid. Great job!

Delibutus Caverns does some incredibly nice graphics, though the gameplay is simply a nice standard level. And that's just fine. This level doesn't do too much wrong at all, besides being brief for some people's tastes. Nice work, even though you were penalized...

Archaic Architecture is the pure opposite of the last level, being incredibly long, but very nonstandard as well. It also has less custom graphics. Visiting the same standard area is a very good idea, and it's done well. The pipes can get a bit confusing, though, and the timer still kills you, which is not ideal... The main flaw of this level is that it's a bit too long. Still, I like this one more out of the two we had today. Good work, even though you were also penalized.

Re: VLDC9 - voguish laboratories dogmatic caves 9

Posted: 08 Feb 2017, 15:21
by Nimono
man that james rowe guy really hates smwc doesn't he lol

For some reason, the music in Ruberjig's level today makes me feel like it could ONLY fit Ruberjig. I don't know why! XD I wish his level was more coherent with that shaft outside going back and forth between rooms where you build bridges or break blocks unnecessarily, or suddenly layer 2!!! I imagine he would've been far closer to best world if he'd stuck to one general idea and built upon that :(

Re: VLDC9 - vintage lamps decorated chutes 9

Posted: 08 Feb 2017, 21:54
by Koopster
74th: DELIBUTUS CAVERNS by MaiK
PENALTY REASONING: -6 points for using the first day of the extension
Nimono
DESIGN: 23/30
CREATIVITY: 13/20
AESTHETICS: 9/10
TOTAL: 45/60
Very satisfying! Heavily enjoyed the aesthetics, though the yellow spotlights were way too bright and contrasting. Also, the level itself didn't really feel like anything special. It was just your average cavern with water and a few lifts. Still, very well done!

ninja boy
DESIGN: 16/30
CREATIVITY: 8/20
AESTHETICS: 9/10
TOTAL: 33/60
A very nice pleasing rompy level

Eternity
DESIGN: 19/30
CREATIVITY: 13/20
AESTHETICS: 9/10
TOTAL: 41/60
The visuals are very well done, but I think this level needed more attention to the design part. Some things are introduced early on then forgotten and never used again, such as the carrot lifts, and others aren't really expanded on, such as the moving platforms. Overall not bad, it's just rather forgettable design-wise.

Also, the Map16 for the rock platforms is slightly off. I died a few times at the second section due to that, but I suspect a fair bit of me just being stupid was also involved.

Koopster
DESIGN: 16/30
CREATIVITY: 14/20
AESTHETICS: 8/10
TOTAL: 38/60
When I saw you turned the ghost house platforms into an elevator I was super excited because I thought that looked super cool, but you only used like four of those in the level, and in really basic and rompy ways! Which kinda sums up what I think about this level: it has some nice ideas in that sense and does neat things with the graphics, but I feel you could've gone more far! Ultimately, this is a "go forward and dodge enemies" level, which in my opinion doesn't make justice to the potential it had :<

68th: ARCHAIC ARCHITECTURE by Ruberjig
PENALTY REASONING: -2 points for leaking his name on the title screen of his entry plus -6 for using one day of the extension (I didn't know it had this much wow)
Nimono
DESIGN: 18/30
CREATIVITY: 10/20
AESTHETICS: 6/10
TOTAL: 34/60
Ahhhhh... Didn't really work out too well. The dark segment was very frustrating due to the spikes being pretty much unseeable when on the ceiling. Overall, the level just felt...weird.

ninja boy
DESIGN: 18/30
CREATIVITY: 16/20
AESTHETICS: 8/10
TOTAL: 42/60
This level wasn't too bad but the sfx where just horrible, using songs that screw with the jumping/fireball/spin jump sounds just annoys me and it also seemed a tad bit too long and wore out it's welcome about half way through.

Eternity
DESIGN: 25/30
CREATIVITY: 18/20
AESTHETICS: 10/10
TOTAL: 53/60
This one might be a bit too long, but I still had a lot of fun playing it. It starts out slow, but the design gets pretty good later on, and the P-Switch section at the end was a super cool touch and definitely a great way to end the level (even if there's still some gameplay before the actual end). The backtracking can get annoying, but there's not really a lot of it (unless you somehow manage to screw up pretty badly).

Koopster
DESIGN: 20/30
CREATIVITY: 14/20
AESTHETICS: 8/10
TOTAL: 42/60
I like this level, even though I think it does some weird decisions, like the pipe that takes me to the third dragon coin as it makes me miss the second!? It's essentially a linear level, but I like how the second half is unlinearly constructed - part of me wishes this level involved a bit more of thinking and puzzles, because I really like levels that get revealed with a P-switch like this, but for a level like that this was really straight-forward! But overall, this was a fairly satisfying experience.


I remember MaiK mostly for the time he spammed his hack's download button on SMWC
I like Ruber's level quite a bit, but yeah the second half is stronger. I'm a fan of non-linear levels like this, even though it is essentially a linear level.
Also I really need to grab an .spc of the song in his level, it's really good :o (but fun fact, the submission ROM also included some wacky sound effects from his hack)

I guess the next world can be sorta called "endgame". The hardest (and arguably most annoying) levels are in there

Re: VLDC9 - vintage lamps decorated chutes 9

Posted: 08 Feb 2017, 22:56
by Grounder
I don't understand why anyone has a hard time avoiding plastering their name in their semi-anonymous contest.

Like, did y'all not read the whole set of rules?

It's not much of a penalty dished out, but still, is screaming "I AM THE ONE WHO MADE THIS" really that irresistible?

Re: VLDC9 - vintage lamps decorated chutes 9

Posted: 08 Feb 2017, 23:30
by Nimono
Grounder wrote:I don't understand why anyone has a hard time avoiding plastering their name in their semi-anonymous contest.

Like, did y'all not read the whole set of rules?

It's not much of a penalty dished out, but still, is screaming "I AM THE ONE WHO MADE THIS" really that irresistible?
to be fair, penalty for doing it was STUPID. i think i was the only judge that kept saying that lol

Re: VLDC9 - vintage lamps decorated chutes 9

Posted: 09 Feb 2017, 01:02
by TRS
Nimono wrote:to be fair, penalty for doing it was STUPID. i think i was the only judge that kept saying that lol
It's not stupid though. Why have a rule at all when there's no repercussions for breaking it?

Re: VLDC9 - vintage lamps decorated chutes 9

Posted: 09 Feb 2017, 02:05
by Ashan
Someone please explain this to me because my understanding of this rule makes it sound incredibly stupid.

If your level submission, which only the judges will see (and I guess anyone else who wants to play an individual level submission if they're public), has your name in the title screen, you get penalized? Is that really what the rule was? I really hope I'm misunderstanding because that's an incredibly absurd/arbitrary rule.

Re: VLDC9 - vintage lamps decorated chutes 9

Posted: 09 Feb 2017, 02:10
by Grounder
Ashan wrote:Someone please explain this to me because my understanding of this rule makes it sound incredibly stupid.

If your level submission, which only the judges will see (and I guess anyone else who wants to play an individual level submission if they're public), has your name in the title screen, you get penalized? Is that really what the rule was? I really hope I'm misunderstanding because that's an incredibly absurd/arbitrary rule.
People believed that the judges were giving high score by author name alone.

And so that happened.

Re: VLDC9 - vintage lamps decorated chutes 9

Posted: 09 Feb 2017, 02:33
by Ashan
Grounder wrote:
Ashan wrote:Someone please explain this to me because my understanding of this rule makes it sound incredibly stupid.

If your level submission, which only the judges will see (and I guess anyone else who wants to play an individual level submission if they're public), has your name in the title screen, you get penalized? Is that really what the rule was? I really hope I'm misunderstanding because that's an incredibly absurd/arbitrary rule.
People believed that the judges were giving high score by author name alone.

And so that happened.
Oh, so submissions were anonymous?
That's an important detail. I'm fine with the rule if that's the case.