cldc 2018 - layers
- raocow
- the death of the incredible huge
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Re: cldc thread late update 2018 - mushroom inside an egg
those typically don't do to well unless they are exceptionally well made so...
the chillaxest of dragons
Re: cldc thread late update 2018 - mushroom inside an egg
lol
anyways it was "well-made" enough to net third place, so take it as you will. i have my resignations, but i didn't exactly judge this contest. the other judges felt it valid to be third.
Re: cldc thread late update 2018 - mushroom inside an egg
So 3rd place is gonna be another Vanilla Rain, where they just stuff half a world into it? Hopefully they’re at least using multiple midpoints.
Re: cldc thread late update 2018 - mushroom inside an egg
WHERE IS THE LAMB SAUCE?
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: cldc thread late update 2018 - mushroom inside an egg
The Propeller Suit today looks like it was programmed in nicely. I couldn't tell if it had the same 'float down after use' property, due to the was it played by raocow. However, couldn't you re-twirl up after bouncing on an enemy in NSMB.Wii?
Since raocow doesn't know, Lakilester is a liked character in Paper Mario. It was poor taste to just murder him here.
Really, the entire train subplot was superfluous and unnecessary. Should have just started in the clouds, and built on that. The freaking Tanooki Suits weren't even used in any sense! There were just there. Like Sheath.
Since raocow doesn't know, Lakilester is a liked character in Paper Mario. It was poor taste to just murder him here.
Really, the entire train subplot was superfluous and unnecessary. Should have just started in the clouds, and built on that. The freaking Tanooki Suits weren't even used in any sense! There were just there. Like Sheath.
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Official raocow subscriber # 30,000Sebby19 wrote:If your life depends on throwing up, switch to the keyboard
- Crow
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Re: cldc thread late update 2018 - mushroom inside an egg
boy that sure was a lot of setup for very little level
i've honestly never played a video game in my life
- Ashan
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Re: cldc thread late update 2018 - mushroom inside an egg
Swearing? Gotta censor it with asterisks.
Showing the hanging bloodied corpse of a beloved Nintendo character? A-OKAY!!
Showing the hanging bloodied corpse of a beloved Nintendo character? A-OKAY!!
Re: cldc thread late update 2018 - mushroom inside an egg
I liked the oriental express theme. I also liked the cloud platforming theme. They didn't really mix though. A second half where you're on the moving train platforming would probably have been a better fit. The hidden rooms on the train were pretty cool btw.
Re: chocolate *** design contest 2018 - propeller
Choo Choo - REDRUM
Placement: 14
Codename: sundance
Author: FedoraFriday
this level was lol
Placement: 14
Codename: sundance
Author: FedoraFriday
Re: chocolate *** design contest 2018 - propeller
Yeah, I was expecting this to be entirely an exploration/talk-em-up type level, just like Chapter 6 of Paper Mario: The Thousand Year Door, which this level seems to be an homage to. (And that was my favorite chapter of that game, too.) But then it just sort of abruptly ends after the platforming section and the boss, without even any dialogue preceding the fight.
To be fair, the train level in TTYD also had a section where you get off the train to explore around and do some regular old fighting, but I feel like that was way more congruous in that game because it was directly related to the train plot (the culprit of the mystery raised a drawbridge up ahead on the track, preventing the train's passage, so you had to explore through an abandoned train station to find a switch to lower it again.) And after you beat the boss you got to explore the town at the end of the line before the chapter actually ended, bringing with it a sense of closure.
...Anyway, I guess my point here is that the maker of this level should've just submitted Paper Mario: The Thousand Year Door. I feel like that would've been an easy 60/60.
To be fair, the train level in TTYD also had a section where you get off the train to explore around and do some regular old fighting, but I feel like that was way more congruous in that game because it was directly related to the train plot (the culprit of the mystery raised a drawbridge up ahead on the track, preventing the train's passage, so you had to explore through an abandoned train station to find a switch to lower it again.) And after you beat the boss you got to explore the town at the end of the line before the chapter actually ended, bringing with it a sense of closure.
...Anyway, I guess my point here is that the maker of this level should've just submitted Paper Mario: The Thousand Year Door. I feel like that would've been an easy 60/60.
Re: chocolate *** design contest 2018 - propeller
Yeah the level would've been much stronger had it just stuck with the train as the whole setting and used the SMW engine and chocolate components to make an actual mystery. Would've been way more memorable at least.
Re: cldc thread late update 2018 - mushroom inside an egg
They served a very important purpose. Giving raocow a completely ridiculous way to die.
- Sturg
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Re: chocolate *** design contest 2018 - propeller
What was the music in the propeller suit section?
RIP FISH NIPPLE BANNER
- Arctangent
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Re: chocolate *** design contest 2018 - propeller
that was a cute little 105 riff that was really good at hitting 105's notes while still doing them its own way, all while utilizing its intuitive if kinda low-impact gimmick
but it also had like 0 ambition, and i couldn't really say it'd deserve anything close to victory because while it's very competent, it doesn't exactly do anything
would make a fantastic early game level in a full hack tho
but it also had like 0 ambition, and i couldn't really say it'd deserve anything close to victory because while it's very competent, it doesn't exactly do anything
would make a fantastic early game level in a full hack tho
Re: chocolate *** design contest 2018 - propeller
By the way raocow, the first place entry uses MSU-1 for its music. You'll need to use a compatible emulator like snes9x 1.55 to hear it properly, if you aren't already.
- SAJewers
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Re: chocolate *** design contest 2018 - propeller
I already pinged in discord weeks ago before the lp about about 1.56 (or whatever the recent one is that just came out), so he should have it.
- raocow
- the death of the incredible huge
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Re: chocolate *** design contest 2018 - propeller
yeah I got the latest version, and I was sent specifically set-up directory so that everything should be working right
the chillaxest of dragons
Re: chocolate *** design contest 2018 - propeller
I figured someone would've said something to you by now but I'm not in the discord. Glad it's taken care of already.
- raocow
- the death of the incredible huge
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Re: chocolate *** design contest 2018 - propeller
you can actually thank the jumphalf discord for that service :O
the chillaxest of dragons
Re: chocolate *** design contest 2018 - propeller
I will salute them.
Re: chocolate *** design contest 2018 - propeller
I had a problem with the growy boys like the first dragon coin throughout the whole level, they just kept shrinking too fast for me to use them right.
Level was cute and I didn't notice Mario's face because I never got hit. It was pretty flat with mostly just ground-crawling enemies though. Maybe the level would've been stronger if there was more enemies in the way of actually using the grow blocks.
Level was cute and I didn't notice Mario's face because I never got hit. It was pretty flat with mostly just ground-crawling enemies though. Maybe the level would've been stronger if there was more enemies in the way of actually using the grow blocks.
Re: (cld—c18) - '—'
GROWING FIELDS
Placement: 18
Codename: birth
Author: toad64
yeah. i cant wait for tomorrows video to somehow be like 9 minutes long and for me to look like the fool
Placement: 18
Codename: birth
Author: toad64
- Arctangent
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Re: (cld—c18) - '—'
I think the level could've worked just fine as-is if the checkpoint system that it clearly has wasn't dangled in your face every time you die.
Seriously, why does the retry system only exist for half the level and why it is legitimately so much better to try to put yourself into an unwinnable state rather than do something risky to try and beat the level. It just feels arbitrary because it's not like, a physical feature that's part of the level like with reset doors or pipes, it's just a gameplay mechanic mapped to a button that is literally unusable for half the entire experience.
And I think how I feel about the level is perfectly illustrated by that. Why are the reverse gravity controls so dumb and why is it expected for you to throw a block towards gravity ( by holding the opposite direction! ) when that's the completely opposite of how it works all other times. Why is the signposting so bad in some parts where time-vital information is legitimately off-screen. Why include the fireball mechanics that are only ever used in the boss and only to make up for the boss's shitty hitbox. Why does dying even boot you to the map screen if lives don't exist and the rules for continuing the level are completely different from vanilla.
There's so much work put into this but the nitpicks that just stare you right in the face just build up that I just have to ask how much the author even thought about the player at all. It's like, incredibly visually and audially polished but that same care isn't put into the gameplay at all. It's completely baffling.
It kinda just feels like it got third by default, simply because this year was kinda full of middle-grounders and there was just nothing else to shove this to fourth or fifth.
Seriously, why does the retry system only exist for half the level and why it is legitimately so much better to try to put yourself into an unwinnable state rather than do something risky to try and beat the level. It just feels arbitrary because it's not like, a physical feature that's part of the level like with reset doors or pipes, it's just a gameplay mechanic mapped to a button that is literally unusable for half the entire experience.
And I think how I feel about the level is perfectly illustrated by that. Why are the reverse gravity controls so dumb and why is it expected for you to throw a block towards gravity ( by holding the opposite direction! ) when that's the completely opposite of how it works all other times. Why is the signposting so bad in some parts where time-vital information is legitimately off-screen. Why include the fireball mechanics that are only ever used in the boss and only to make up for the boss's shitty hitbox. Why does dying even boot you to the map screen if lives don't exist and the rules for continuing the level are completely different from vanilla.
There's so much work put into this but the nitpicks that just stare you right in the face just build up that I just have to ask how much the author even thought about the player at all. It's like, incredibly visually and audially polished but that same care isn't put into the gameplay at all. It's completely baffling.
It kinda just feels like it got third by default, simply because this year was kinda full of middle-grounders and there was just nothing else to shove this to fourth or fifth.
Re: (cld—c18) - '—'
In the future if BobisOnlyBob has posted a comment while I haven't, just assume I agree to the point of redundancy.
It's weird but it has recently happend at least 5 times down to the wordchoice.
Anyway I won't copy the complete youtube comment, but this level was thematically a world and should have been 4 levels at least.
Having said that it was really well done and still deserved getting a high score.
I don't mind this getting third though, it probably deservedly got a lot of point for creativity and presentation.
It's weird but it has recently happend at least 5 times down to the wordchoice.
Anyway I won't copy the complete youtube comment, but this level was thematically a world and should have been 4 levels at least.
Having said that it was really well done and still deserved getting a high score.
I think I understand you from context but this is how these things work. I personally got third place in a tournament bracket once because 2 or 3 of my opponents got disqualified for no-showing; then I lost my only real match in the semi-final but scored higher on some tiebreaker thus getting third while losing 100% of my matchups. You decide your own score while your opponents decide your placement.Arctangent wrote: ↑5 years ago It kinda just feels like it got third by default, simply because this year was kinda full of middle-grounders and there was just nothing else to shove this to fourth or fifth.
I don't mind this getting third though, it probably deservedly got a lot of point for creativity and presentation.
- BobisOnlyBob
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Re: (cld—c18) - '—'
Just remember that while great minds think alike, fools seldom differ ;)