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Vanilla Level Design Contest 11 -- Today, Twice

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Mandew
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Vanilla Level Design Contest 11 -- Today, Twice

Postby Mandew » 4 weeks ago

>> Introductory post by Super Maks 64 <<

! Information !
- Judge commentary and Dev commentary, if posted in this thread, will be linked within the Listings by placement.
-- ^ If I miss something, be sure to poke me about it.

Listings, by placement
111. Easiest Judgment, by Crysack [Score and Comments]
110. Forest Blitz, by wolfnasty [Score and Comments]
109. ATHLETIC SYNERGY, by crm0622 [Score and Comments] [Author's Comment]
108. Getting Up, by tomato jonson [Score and Comments]
107. Black And White, by YoshiGamingHD [Score and Comments]
106. PHANTASMAGORIA, by LotusLandSigma [Score and Comments]
105. Bounce and climb!, by RetroKoopa7170 [Score and Comments]
104. THE CAMPING EPISODE, by Silva Teixeira [Score and Comments]
103. Vanilla Plains, by Enan63 [Score and Comments]
102. KingOfTheMountain, by MarkVD100 [Score and Comments]
101. Industrial Desert, by IronFoxGaming [Score and Comments]
100. LIME GREEN LANE, by Young Boi [Score and Comments]

99. Darkmoon Riverside, by ThumbLie [Score and Comments]
98. CLOUDY LAKE, by debug001 [Score and Comments]
97. GLOWING IN THE DEEP, by bebn legg [Score and Comments]
96. Sunset Land, by JLippe [Score and Comments]
95. Panic at the Docks, by Trollope [Score and Comments]
93. Dark Forest, by The Hacking Yoshi [Score and Comments]
93. Level Entry, by Flabort [Score and Comments]
92. Sunny Shoreline, by TheSpeedyJay by Green Jerry [Score and Comments]
91. Crystal Forest, by Cryses96 by Green Jerry [Score and Comments]
90. Rocky Forest, by Green Jerry [Score and Comments]
89. HOUSE OF HOLES, by Sockbat Replica [Score and Comments]
88. Altair, by Tweyxx [Score and Comments]
87. Dents d'Ouranus, by Cote de Boeuf [Score and Comments]
85. SUGARLESS CAVE, by tcdw [Score and Comments]
85. Cloudcracker Ruins, by kamekku14 [Score and Comments]
84. BONEY BASIN, by Sparky [Score and Comments]
83. LOOPY LABYRINTH, by Caracc [Score and Comments]
80. NIGHT GRASSLAND, by monkey03297 [Score and Comments]
80. Flying Fish Fort, by Fostelif [Score and Comments]
80. Mountan Castle, by jesus [Score and Comments]

79. Cold and Colder, by Minuy600 [Score and Comments]
78. Silver Sky, MechaNinji [Score and Comments]
77. Quiz Mario Academy!, Lsh0426 [Score and Comments]
76. SWEET DREAMS, by ThalesMangaka [Score and Comments]
75. Underworld Chapel, by Minimay [Score and Comments]
74. Frozen Grassland, by yoshi9429 [Score and Comments]
72. The red ghost house, by Hayashi Neru [Score and Comments]
72. VLDC11 - getthefish, by getthefish [Score and Comments]
71. Olivine Pass, by Giftshaven [Score and Comments]
70. Koopa Kaboose, by Mogu94 [Score and Comments]
69. Linear Farms, by Dakras Hayashi [Score and Comments]
68. Deep Soda Sea, by Kit [Score and Comments]
67. DEEP DELUGE, by Plasmodium00 [Score and Comments]
66. Sky Castle, by N450 [Score and Comments]
65. Caelum Coast, by Ruberjig [Score and Comments]
64. Fort Hoversaw, by Stairkase [Score and Comments]
63. MUSHROOM LANGS, by Infinity [Score and Comments]
62. CANYON OF BOMBS, by mariosr [Score and Comments]
61. Overless Night, by Teows [Score and Comments]
60. ZA WARUDO TOWER, by ghyn [Score and Comments]

58. Get the mushroom!, by Manofer [Score and Comments]
58. MECHA MOUNTAIN, FerpyMcFrosting [Score and Comments]
57. Tangle Race, by KajurN [Score and Comments]
56. AMBROSE ASYLUM, by Blizzard Buffalo [Score and Comments]
55. Magnetic Net, by NextTactics [Score and Comments]
54. Turrim Caelo, by Stiviboy [Score and Comments]
52. Adventurous Ascent, by Roykirbs [Score and Comments]
52. NEVERLAND, by Fellipe R [Score and Comments]
50. Primary Pipes, by Shog [Score and Comments]
50. Otherworldly Monument, by eltiolavara9 [Score and Comments] [Author's Comment]
49. Skyway Sanctum, by Carld923 [Score and Comments]
47. Knuck If You Chuck, by King Boo [Score and Comments]
47. SUPER MARIO BROS?, by Daizo Dee Von [Score and Comments] [Author's Comment]
46. Petroleum Pipeland, by KennyJ [Score and Comments]
45. Crevice Climb, by Steven [Score and Comments]
44. G.U.C Plains, by toad64 [Score and Comments]
43. Dude, Jill, [Score and Comments]

Listings, by video
1. VLCD 11 -- 111 and 110 - scrawny folksy cat
2. VLDC 11 - 109th - cr26m2 02
3. VLDC 11 - 108th - ant toons mojo
4. VLDC 11 - 107-105 - 1 shaggy hominid, 7 toads, 70 oak trooper mulligans
5. VLDC 11 - 104th to 102th - i, maven XVII, est. 63100AD, rank real
6. VLDC 11 - 101th to 99th - fix a helium bingo, go out by morning
7. VLDC 11 - 98th to 96th - pebble jug be pledging
8. VLDC 11 - 95th and both 93ths - forsooth, help agony ball trick heth
9. VLDC 11 - 92th to 90th - 9.6: jay's eye depth screens grey jerry
10. VLDC 11 - 89th to 87th - yow! skeptical fox executed cobra bet!!
11. VLDC 11 - two 85ths and an 84th - korean crypt dawks muktuk fee
12. VLDC 11 - one 83th, two 80th - 92730 ace confirmatory flecks
13. VLDC 11 - the third 80th - use.js
14. VLDC 11 - 79th to 77th - jenny humanism chili, 000-4626
15. VLDC 11 - 76th and 75th - ahem! mistaking malayan
16. VLDC 11 - 74th and both 72ths - aah, hey, 4299 egoist shifty ruins, heh
17. VLDC 11 - from 71th to 69th - ahh! daisy shark fought veganism! 49¢
18. VLDC 11 - 68th to 66th - 45000 optimal kind sum
19. VLDC 11 - 63th to 61th - noisy aeriform nitwits
20. VLDC 11 - 60th - N[orth] Y[ork] G[eneral] H[ospital]
21. VLDC 11 - both 58ths and the 57th - er, try coffing junkman afro perms
22. VLDC 11 - 56th and 55th - extinct bridal cats buzz offal
23. VLDC 11 - 54th and one 52th - ribby's rooky visit
24. VLDC 11 - the other 52th and both 50ths - shopgirl aortae #9 feel villa
25. VLDC 11 - 49th and one 47th - racing kobold! $2.39
26. VLDC 11 - the other 47th and 46th - denizen, enjoy vodka
27. VLDC 11 - 45th and 44th - advent toes 64
28. VLDC 11 - 43th - via cortex
Index of Author's Comments
crm0622 (ATHLETIC SYNERGY)
Daizo (SUPER MARIO BROS?)
eltiolavara9 (Otherworldly Monument)


Useful links:
Last edited by Mandew on 11 Nov 2019, 21:27, edited 97 times in total.
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Super Maks 64
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Re: Vanilla Level Design Contest 11

Postby Super Maks 64 » 4 weeks ago

By skipping VLDCX we missed the end of (annual) VLDC as we know it, the war of good level design against aesthetics, 1F0, the unethical torture of the word YES repeated 3 times and secret exits as a whole, a story of how 3 people escaped from the judging jail, the betrayal of Vitor Vilela and along with it the end of compilations, advanced checkpointing techniques becoming more widespread and an amount of entries rivalling the MaGLX contests (and at this point in time MaGMML3 too).



But this is VLDC11, so let's talk about this contest right now.

VLDC11 was the first time most of the people had the opportunity to create levels with then freshly released Lunar Magic 3.00, which along with many new miscallenous features allowed the creation of horizontal levels that were taller than 27 tiles.

Besides that, VLDC11 had a few other changes from the past VLDCs; the baserom that always contained small patches to fix certain aspects of SMW or make certain stuff more usable and a map16 page of commonly used tiles (and also the SA-1 Pack and along with it Arujus' More Sprites Patch) this time also had lives disabled like in the VLDC9 compilation (yes, VLDCX didn't have infinite lives in its baserom for some reason).
In addition to that, to prevent another VLDCX from happening, this time secret exits were banned (which meant that no one could use LM3's new ability to have 3-120 exit levels), but another more dubious rule was also added which disallowed people from setting the timer in their level to a value of 0 or higher than 500 (one disqualified entry set it to 501) or resetting the timer by any means whatsoever.
This meant that any levels about exploration, puzzles or even ones that had challenges that you could try again immediately after failing via reset doors and many more would be discriminated by this ruleset.




By the way I participated in this.

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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby raocow » 4 weeks ago

interesting

I didn't know anything about this contest, I just put in that line about arbitrary rules because I assumed :P
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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby Leet » 4 weeks ago

I Hope I Win count: 1

(Even if this number never goes up I think it's worth counting. Also this joke is still hilarious to me, though going years of videos without seeing it probably helps.)
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby Grounder » 4 weeks ago

rip a side

this is gonna be a slog
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby KobaBeach » 4 weeks ago

vldc10 actually had a lot of people entering just to get into the compilation and the whole "only the top 50 entries will make it in because the contest is just too fucking big" thing made everyone get uber mad and, honestly, complain about vivi's ghosting all you want we missed a bullet by not having a vldc10 compilation

i most likely wont watch the whole thing. been fun seeing you mario. thank god for AtS

personal opinion: bergentruckung and asgore are the better boss themes, shout outs to death by glamour
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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby BobisOnlyBob » 4 weeks ago

KobaBeach wrote: personal opinion: bergentruckung and asgore are the better boss themes, shout outs to death by glamour
hopes & dreams forever; I'm glad it remains the rainbow star that it is and hasn't been hammered into the ground by memes
BOB is an acronym for BOB is Only BOB etc.

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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby FPzero » 4 weeks ago

I was both the host and a judge for this contest. After rejoining staff in 2017 and VLDC as a contest taking 2018 off for a variety of personal and site reasons, I decided to get our site out of the funk it was in and bring back VLDC. VLDC11 was the first time I'd hosted the contest since 2012, when I hosted VLDC5, or SMW Central Level Design Contest 2012 as it was called back then. It was a fun time, and I'm glad I got to bring it back once more.

There was no collaboration hack because the effort put into VLDC9's compilation and overworld kind of overshadowed the VLDCX compilation attempt, and people kept trying to go further and further with the X one, until we reached a point where no one wanted to work on it any longer. With that in mind, I straight up prefaced VLDC11 with "don't expect a collab any time soon" to prevent us from over-committing to another project we might never finish. There may be a time in the future when we can do it though.

I'll try to keep up with posting scores and judge comments here, because I know people like to read them and I have easy access to all the scoring tables. The judges this year were myself (FPzero), Ryaa, FrozenQuills, and morsel. Scoring was out of 100 points, with the following scoring categories used:

Design: 60/60
How well-designed is the level? Is it overall fun to play? How well does it execute its theme, gimmicks and level setups? Is the difficulty consistent or is it frustrating or boring? Does the level function properly or are there issues such as unintended slowdown?
Creativity: 30/30
Does the level present any unique or interesting ideas using SMW’s resources? Does it have any original, nice setups? Is the theme/gimmick innovative?
Aesthetics: 10/10
How does the level look aesthetically? Is it polished? Does it do anything interesting with the original game’s graphics? Does the music fit? Is the music a nuisance to gameplay? Are there any broken sound effects or samples?

-----

111th, Easiest Judgment, by Crysack
14.00/100 points
Scores:
FPzero:
Design: 7/60
Creativity: 6/30
Aesthetics: 3/10

Total: 16/100

Comments:
¯\_(ツ)_/¯ I mean I guess it was an easy judgment because there's not much here and the level feels like it's either joke level or was a last minute submission just to say it got in under the time limit. There's an element of flying and wall running here but neither are expanded on and the level ends fast. Nothing much else to say here.
Ryaa:
Design: 2/60
Creativity: 2/30
Aesthetics: 1/10

Total: 5/100

Review: Thank you
FrozenQuills:
-------------------
DESIGN | 10/60
CREATIVITY| 6/30
AESTHETICS| 2/10
TOTAL | 18/100
-------------------

COMMENTS:
doot doot doot

Very short level. There's like two instances of obstacles and both are extremely
easy. The creativity is also minimal aside from the cape segments I suppose. The
aesthetics could definitely be better, but nice music choice.

Sorry, I don't think this is going to win D:
morsel:
10
5
2
17/100
As the name says, this one was a welcome relief from all the entries that were hard to judge.
110th, Forest Blitz, by wolfnasty
16.25/100 points
Scores:
FPzero:
Design: 5/60
Creativity: 2/30
Aesthetics: 0/10

Total: 7/100

Comments:
This level is an absolute mess in both the visual and design spaces. There's no midpoint that I could find, unless it was hidden amidst all the visual clutter. There's no indications what is and isn't solid in places. The timer is short no matter what section you're in because the level just keeps going and going. The jumps in the first section are so precise at times, I only succeeded in one place because the wall springboard vertical wraparound glitch happened to me and teleported me onto it instead of into a pit. Enemies and platforms are obscured by priority enabled leaves and berries, pits are covered up, platforms in the pits are indistinguishable from air. The palettes are bad, Lunar Magic throws an error in sublevel AA saying that the graphics file is too large somehow. Constant vine jumps in the second half aren't fun. This level is just plain bad and there's nothing I can suggest to save it other than scrapping it and restarting from scratch.
Ryaa:
Level Name: Forest Blitz
Entry Number: 64

Design: 1/60
Creativity: 0/30
Aesthetics: 1/10

Total: 2/100

Review: :really:
FrozenQuills:
-------------------
DESIGN | 9/60
CREATIVITY| 15/30
AESTHETICS| 5/10
TOTAL | 29/100
-------------------

COMMENTS:
i can't see the forest for the trees

The trees are the biggest issue with this level. They hide essential elements
(chucks, spinies, diagonal platforms) too well, and while I see the effort in
distinguishing background trunks and foreground trunks, it's not enough contrast.
Meanwhile, the difficulty curve meanders awkwardly in the first half, with two very
difficult jumps near the beginning and very disorganized enemy placement. The
second half then gets really easy as you can float over the majority of obstacles
during the autoscroll.

The ending bothers me. The final screen has this key sitting on a tree that you
need to grab, and turns out that it's the ONLY tree with leaves you can actually
stand on. I thought I had to do a fancy maneuver to get it over there at first
since you pass through all of the other leaves in the level.

...yeah, this level is a bit of a mess. The vertical section near the end is ok, at
least.
morsel:
10
15
2
27/100
I am not sure what I was supposed to do in this one. I did a shell jump and stole some clouds or flew with the cape. It was very confusing as to what was solid, etc. Sprites are placed haphazardly, unfairly behind things, or in cramped positions. Things fall on you unfairly. There are unexpected holes. The time trial of the second half was slightly more tolerable, but only slightly. The wiggler and plant section was the most interesting.

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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby raocow » 4 weeks ago

video 2 and it's a one level only video where I basically spammed savestates after a bit in and the recording still took an hour and twenty minutes :P

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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby FPzero » 4 weeks ago

That was also my experience with the level
:ehh:

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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby FourteenthOrder » 4 weeks ago

oh my gosh i'm so excited

also asgore is my favorite undertale track it's so good
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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby Piesonscreations » 4 weeks ago

Leet wrote: I Hope I Win count: 1

(Even if this number never goes up I think it's worth counting. Also this joke is still hilarious to me, though going years of videos without seeing it probably helps.)
I totally and completely agree. I've been watching raocow since the start of VIP5 og and every time i've seen "i hope i win" i still find it funny.

Also @raocow- You spelled "VLCD" in the video title instead of "VLDC"
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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby Reecer7 » 4 weeks ago

damn, if that's the last place level, this contest is going to make me feel very inadequate about my lunar magic skills.

"i hope i win" continues to be funny to me as well. if you hope you win, i hope you win too.
KobaBeach wrote:personal opinion: bergentruckung and asgore are the better boss themes, shout outs to death by glamour
look, asgore can get close, but the best boss themes are dummy and spider dance and i won't hear otherwise.
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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby Wind Fish » 4 weeks ago

Just a word of warning, the timer restrictions do become a bit of an issue in certain levels. (most noticeably in the puzzle themed levels) I think some people didn't quite design their level with the restrictions in mind because some of them seem quite lengthy. You likely will have little time left if you don't know the levels off by heart.

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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby KobaBeach » 4 weeks ago

Vrmless Lipedal Cycloptic Demon
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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby FrozenQuills » 4 weeks ago

oh i didn't see this coming

btw yeah beware there are very hard levels in this
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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby raocow » 4 weeks ago

204 editing points
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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby raocow » 4 weeks ago

that is I believe a new record
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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby KobaBeach » 4 weeks ago

I looked up the level and it is like,

trying to be worldpeace but without the knowledge of good game design which is kinda oof? I hope people don't rake the author over the coals for it

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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby nothobz » 4 weeks ago

is worldpeace talented because he knows good game design? i was always thought his strongest suit was creativity, not a knowledge of good game design (tho judging by all the references that pop up in his levels and asm i guess it's fair to assume thats a big part of it)

anwyays vldc time oh baby :D

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Re: Vanilla Level Design Contest 11 -- Shines per level

Postby Implo » 4 weeks ago

Wow, it's VLDC 11. I didn't saw that coming. This is contest with much more quality than VLDC X and I think this one have no joke levels at all.

About Forest Blitz. This jump that raocow tried to use shell jump is very possible. You just need better momentum. Also you need to stop on the first tile of the top of the tree, because on second is located Charlie and he's not visible for player.

About piranha plants pits. The second and third pit has blocks under jumping piranha plants. They aren't visible for player, but they are indicated by coins. Well, not very well indicated. You can even notice raocow slipping from one of them to his doom at one point.

I played original version and second half was slow vertical autoscroll with bunch of hotheads and goombas. I remember that it was very long and annoying section. This version horizontal autoscroll is definitely huge improvement.

I also wanted to mention that combining lakitu with narrow places like inside of the tree is very creative idea, but also quite annoying to play when lakitu drops spiny on your head.

Overall huge improvement over original version. Had some fun parts, but also had some really bad ideas.

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Re: Vanilla Level Design Contest 11 -- Second half of a convenience store

Postby Grounder » 4 weeks ago

It's okay to call a bad level bad.

This is a bad level, straight up. Even Kaizo hacks have a checkpoint these days unless a level is ultra short, sometimes multiple. As an average or greater length autoscroller, it has no excuse.
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: Vanilla Level Design Contest 11 -- Second half of a convenience store

Postby crm0622 » 4 weeks ago

oh god... this level was mistake the fact it exists... :oops:
I watched that video, and I still very regret about it and I learned my lesson that I should be really careful when I trying to mixing kaizo stuffs with normal level (which was unfortunately poorly executed at the end... god damn it...)
And no checkpoint during all my ridiculous sections makes things even worse... facepalm
(I was try to gonna put checkpoint at first section at last minute, but it was little to late as VLDC gonna end very soon... even though it will not really help much about this level
But thanks for playing my really dumb level anyway... raocow! :P
I should focus one really important core fact during level design when another VLDC come... (If I have enough time...)

Useless random fact : Due to SA-1 allows insert much more sprites, I put things (mostly fish and koopas) really a lot (near the sprite insert limit, i think) so a lot of things happening like chaos as you can see

Also, my first ever post, after register to this site! yay

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Re: Vanilla Level Design Contest 11 -- Second half of a convenience store

Postby Nimono » 4 weeks ago

crm0622 wrote: oh god... this level was mistake the fact it exists... :oops:
I watched that video, and I still very regret about it and I learned my lesson that I should be really careful when I trying to mixing kaizo stuffs with normal level (which was unfortunately poorly executed at the end... god damn it...)
And no checkpoint during all my ridiculous sections makes things even worse... facepalm
(I was try to gonna put checkpoint at first section at last minute, but it was little to late as VLDC gonna end very soon... even though it will not really help much about this level
But thanks for playing my really dumb level anyway... raocow! :P
I should focus one really important core fact during level design when another VLDC come... (If I have enough time...)

Useless random fact : Due to SA-1 allows insert much more sprites, I put things (mostly fish and koopas) really a lot (near the sprite insert limit, i think) so a lot of things happening like chaos as you can see

Also, my first ever post, after register to this site! yay
Hi! Welcome to talkhaus! I'd like to make a comment on that last part you mentioned real quick:

That's an easy trap to fall into! I've seen a handful of people in VLDC go "Oh, SA-1 lets me use more sprites, so I should make use of that to add tons of enemies!" Just because you "can", does not mean you "should"- sprite spam usually just leads to a worse level! My suggestion is, if you go and do that, ask yourself "do these sprites really add anything to the level?" If the intent is to use them as decoration (such as fish swimming around that would never hit the player under any circumstance), then yes, I'd say they do. Otherwise, if the answer ends up being "no", you should remove them. Remember, it's not about adding difficulty, it's about adding a fun obstacle for the player to overcome. They should be in your way, but not super in your face like a wall!

Also, I noticed that in the first segment, you placed a lot of random invisible blocks. I've watched a handful of Kaizo hacks over the years, and as far as I can tell, that's actually NOT really the spirit of Kaizo. They appear to be used sparingly, and either telegraphed if you look hard enough, or they appear at only one point as a trick the player is unlikely to fall for again. The true spirit of Kaizo, as I interpret it, appears to be just "skill".

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Mandew
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Re: Vanilla Level Design Contest 11 -- Second half of a convenience store

Postby Mandew » 4 weeks ago

crm0622 wrote: oh god... this level was mistake the fact it exists... :oops:
I watched that video, and I still very regret about it and I learned my lesson that I should be really careful when I trying to mixing kaizo stuffs with normal level (which was unfortunately poorly executed at the end... god damn it...)
And no checkpoint during all my ridiculous sections makes things even worse... facepalm
(I was try to gonna put checkpoint at first section at last minute, but it was little to late as VLDC gonna end very soon... even though it will not really help much about this level
But thanks for playing my really dumb level anyway... raocow! :P
I should focus one really important core fact during level design when another VLDC come... (If I have enough time...)

Useless random fact : Due to SA-1 allows insert much more sprites, I put things (mostly fish and koopas) really a lot (near the sprite insert limit, i think) so a lot of things happening like chaos as you can see

Also, my first ever post, after register to this site! yay
No worries, dude. We all been there P: Well, at least, I have. Don't let your blunders here force you to shy away from level making. You got some serious potential; just gotta improve your skills and polish your understandings of how this all works.
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