Vanilla Level Design Contest X - 1he First place entry...well d0ne to all.
- Kilgamayan
- Happy Birthday, Schwer
- Posts: 1916
- Joined: 15 years ago
- First name: Rabi~En~Roll
- Location: Location, Location.
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
Including the apostrophe was an easy but still quality decision.
Please interact
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
151st: Magenta Mine by Mogu94
150th: Three Ambience Castle by Shiny Ninetales
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
Additional developer commentary for Abstract Plain's (adding to what idol has said):
The cutscene in Abstract Plain's was actually a relay thing one word at a time.
Toad Bowser happened because Toad and Bowser were mentioned at about the same time, and we just went with it.
Unrelated developer commentary: eyecatch in YUMP actually did provide Mario a gun in a cutscene as a reference to Abstract Plain's.
The cutscene in Abstract Plain's was actually a relay thing one word at a time.
Toad Bowser happened because Toad and Bowser were mentioned at about the same time, and we just went with it.
Unrelated developer commentary: eyecatch in YUMP actually did provide Mario a gun in a cutscene as a reference to Abstract Plain's.
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
I believe I mentioned in some other contest at some point, that the bottom placements are sometimes more instructive than the middle ones. Slightly similar to how 100% wrong predictions are just as helpful if you just do the opposite; avoiding obvious errors might be easier than finding what was missing in medium levels.
(Also intentional joke levels like Wiggler Launch and stuff are often simply more entertaining.)
Preamble out of the way, "Three Ambience Castle" got docked points for being 3 different rooms. Which is easy to experience and learn; while an abstract thing like cohesion might be difficult to comprehend. This level certainly at least had something like story progression for the rooms. Even more disjointed examples seems like it would teach the point even better. In a sense all levels are stitched screens so it's always relevant. The last 2 levels I personally made both consisted of 2 fairly different parts put together, so this grabbed my attention.
Also Noivern mentioned about 'Magenta Mine': "getting the dragon coins requires you to take all of them[the split paths]".
Which in context I read as negative because the paths were similar, however it also seems a positive motivation to explore.
On video it sure looked more fun as opposed to going only straight and skipping stuff. Interesting to me at least.
(Also intentional joke levels like Wiggler Launch and stuff are often simply more entertaining.)
Preamble out of the way, "Three Ambience Castle" got docked points for being 3 different rooms. Which is easy to experience and learn; while an abstract thing like cohesion might be difficult to comprehend. This level certainly at least had something like story progression for the rooms. Even more disjointed examples seems like it would teach the point even better. In a sense all levels are stitched screens so it's always relevant. The last 2 levels I personally made both consisted of 2 fairly different parts put together, so this grabbed my attention.
Also Noivern mentioned about 'Magenta Mine': "getting the dragon coins requires you to take all of them[the split paths]".
Which in context I read as negative because the paths were similar, however it also seems a positive motivation to explore.
On video it sure looked more fun as opposed to going only straight and skipping stuff. Interesting to me at least.
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
Were the nets really vines? If so, why? I'm genuinely confused.
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!
- MonkeyShrapnel
- Poke a Man
- Posts: 568
- Joined: 11 years ago
- First name: Brian
- Pronouns: he/him/his
- Location: Canada Eh?
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
While it may not have been the most enjoyable level to play,
that Abstract Plains level was one of the coolest looking levels I've ever seen in SMW.
that Abstract Plains level was one of the coolest looking levels I've ever seen in SMW.
Uh...Do I just sign here? What do you mean it should be obvious? There are people in this world...well...a whole lot of people that can't follow basic instructions!
My silly "Collab" Youtube channel https://www.youtube.com/user/Theguyswho ... s/featured
(That means I'm the only person using it nowadays.)
My silly "Collab" Youtube channel https://www.youtube.com/user/Theguyswho ... s/featured
(That means I'm the only person using it nowadays.)
- Ashan
- The world has become a place
- Posts: 2825
- Joined: 14 years ago
- Location: Canada
- https://ashan.talkhaus.com/
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
It looks like the author for some reason rather than using the normal fence wanted to use a fence with the graphics of a fence flip panel (you can see it has the double border). Since the author would have had to manually make a bunch of graphic swapped tiles, he probably just used the same tile for everything, and it'd be easier to just use one tile over and over again than finding the proper fence tile and using that to swap the graphics.
I'm not sure off the top of my head how fence tiles actually work, but it's possible they're not vines and are actually just like generic fence center pieces for filling in the areas between borders, cause those might not halt your movement either?
- Le Neveu de Rameau
- I'm a hoobsie roller; I got robots in my life
- Posts: 994
- Joined: 8 years ago
- First name: Rameau's Nephew
- Location: Gettin' gibbly with the business
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
The nets in Three Ambience Castle are indeed vines (they also use the background window grating for their graphics rather than the normal netting graphic tiles). Their frames--which, in the case of the normal net tiles, should be full climbable)--are, however a separate, purely decorative tile (using the graphics for the flippy net part, as noted above) which is set to act like 25, and thus Mario falls off when he reaches them (even though they *look* like something you should still be able to climb on in the case of the normal nets). This is what was screwing raocow up.
In short, the author tried to make heftier-looking net tile substitutes using various substitutes, but the end result has a much smaller hitbox than you'd expect by looking at it and extrapolating from how the real net tiles work.
In short, the author tried to make heftier-looking net tile substitutes using various substitutes, but the end result has a much smaller hitbox than you'd expect by looking at it and extrapolating from how the real net tiles work.
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
I suspect the creator may not have even known there was a mechanical difference between vines and nets, or may have just copy-pasted the same tile over and over and just changed its graphics. It's easier that way, less to change, but you lose out on what makes nets handy for climbing.
Of course, it could ALSO have been done on purpose because thinner nets are notoriously difficult to grab when jumping/falling at them. It's kinda ridiculous how stingy they are that way!
Of course, it could ALSO have been done on purpose because thinner nets are notoriously difficult to grab when jumping/falling at them. It's kinda ridiculous how stingy they are that way!
- Ivy
- Posts: 2389
- Joined: 10 years ago
- Pronouns: any
- Contact:
- https://ivy.talkhaus.com/
Re: Vanilla Level Design Contest X - What are these boxes? Do they have wompa fruits?!
Underrated remark. Thank you rameau.
3DS FC: 2793-0650-7690 | Switch: SW-2766-9108-9399 | Steam: ivysaur1996 (ivy)
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
148th: Pipe Trap by Cascade
148th: Truth's Final Reckoning by Samario
147th: Ordinary Hills by GlitteringInDarkness
146th: SMW Showdown by glitch4
- Le Neveu de Rameau
- I'm a hoobsie roller; I got robots in my life
- Posts: 994
- Joined: 8 years ago
- First name: Rameau's Nephew
- Location: Gettin' gibbly with the business
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
Hey, it's Typo Day in Rameau's Judging Comments! This will not be the last Typo Day in Rameau's judging comments.
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
I just wanted to say that correct pipe in 1st level is indicated by
arrow made out of land
. But yeah, at first I was trying every pipe.Re: Vanilla Level Design Contest X - The Normal's Disco Bright
Hey! It's me, the castle author!
And yes, they're vines. I don't remember exactly why I decided to use vines instead of actual nets for the level (tbh I almost don't remember why I ended up doing such a bad level but that's another topic), but according to my testplayers they weren't actually a problem. I guess it's just a matter of trial and error, but I can see why in the end they weren't a good idea. But yea, level ended up being really bad, can't say much about it LOL
also shotouts to raocow who ended up replying to my comment in the video :D
if anyone curious about the key and pipe thing:
And yes, they're vines. I don't remember exactly why I decided to use vines instead of actual nets for the level (tbh I almost don't remember why I ended up doing such a bad level but that's another topic), but according to my testplayers they weren't actually a problem. I guess it's just a matter of trial and error, but I can see why in the end they weren't a good idea. But yea, level ended up being really bad, can't say much about it LOL
also shotouts to raocow who ended up replying to my comment in the video :D
if anyone curious about the key and pipe thing:
- Ashan
- The world has become a place
- Posts: 2825
- Joined: 14 years ago
- Location: Canada
- https://ashan.talkhaus.com/
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
I quite liked what was going on with Truth's Final Reckoning visually. It did give off a decent vibe of hopping along city rooftops at night, which takes some skill with vanilla assets. It's too bad the author didn't seem to know what to do in terms of enemy setups or challenges. That extended segment where you just stand on a carrot platform and duck particularly stood out as kinda baffling. You'd figure the author would be playtesting that and think "this is boring, maybe I should move something a few tiles over or add an enemy so you actually have to avoid obstacles."
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
145th: Tropical Island by RealMarioGamer
144th: Broken Bridge Way by Wise Person
142nd: The Frigid Fort by Celestial Seraph
- Jolpengammler
- The Friendly Dog
- Posts: 114
- Joined: 12 years ago
- Pronouns: he/him
- Location: German Town
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
that guest appearance of wendy o choka was pretty funny
"Ban all the facial hair from life." ~ Horikawa Otane, 2014
"i always run up and down the stairs because i want to die" ~Isocitration, 2016
-
- Posts: 129
- Joined: 4 years ago
- Pronouns: they/them/their
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
I'd like to see a contest where none of the levels have music
Re: Vanilla Level Design Contest X - The Normal's Bright Disco
SLDC
Silent Level Design Contest
ワンワン
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
142nd: Pipe Gardens by imamelia
141st: Cave Island by moo_we_all_do
140th: Friend or Foe by natnew (natnew32)
138th: Fort Exanguish by 9th Zentillion
- Le Neveu de Rameau
- I'm a hoobsie roller; I got robots in my life
- Posts: 994
- Joined: 8 years ago
- First name: Rameau's Nephew
- Location: Gettin' gibbly with the business
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
In this particularcontext, this ends up sounding like an insult, but it's actually simply meant as a reference to the fact that there's no level name on the overworld, and since the files I received were just a bunch of numbers, this was my only source for a name. From my perspective, quite a lot of levels were simply called "YOSHI'S ISLAND 1", or, less commonly "YOSHI'S ISLAND 2". Not every author, it would seem, was thinkin' Arbys.Not that it has a name.
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
Yeah, this is why raocow has level names right in the file names. Some entries just put names like "YOSHI'S ISLAND 1", while they were supposed to have names, the author just didn't bother putting level name in the submission patch.Le Neveu de Rameau wrote: ↑4 years agoIn this particularcontext, this ends up sounding like an insult, but it's actually simply meant as a reference to the fact that there's no level name on the overworld, and since the files I received were just a bunch of numbers, this was my only source for a name. From my perspective, quite a lot of levels were simply called "YOSHI'S ISLAND 1", or, less commonly "YOSHI'S ISLAND 2". Not every author, it would seem, was thinkin' Arbys.Not that it has a name.
- Kilgamayan
- Happy Birthday, Schwer
- Posts: 1916
- Joined: 15 years ago
- First name: Rabi~En~Roll
- Location: Location, Location.
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
It only just occurred to me that lolyoshi's comments are likely so truncated because he livestreamed his judging and presumably more extensive comments and reactions could be found on the VOD(s?).
Please interact
- Dragon Fogel
- Master of Pointlessness
- Posts: 1418
- Joined: 10 years ago
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
After reading this I thought about someone entering one of these contests and replacing Bowser's Castle with their level, without providing any special access to it.Le Neveu de Rameau wrote: ↑4 years agoIn this particularcontext, this ends up sounding like an insult, but it's actually simply meant as a reference to the fact that there's no level name on the overworld, and since the files I received were just a bunch of numbers, this was my only source for a name. From my perspective, quite a lot of levels were simply called "YOSHI'S ISLAND 1", or, less commonly "YOSHI'S ISLAND 2". Not every author, it would seem, was thinkin' Arbys.Not that it has a name.
Except that's probably too convenient thanks to the Star Road. So make it Larry's Castle instead.
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
Funny story about Cave Island. Author of this level made new level called Spike - Top Cave, but he made mistake and linked his entry to Cave Island level. Personally though I prefer Cave Island.