Vanilla Level Design Contest X - 1he First place entry...well d0ne to all.
Re: Vanilla Level Design Contest X - Oh look the hill has a big yellow nose
Zyglrox and TaviTurnip, A random websearch made me aware of the attribution error for your entry. I've made the fix, which will show within a day or two. My apologies to TaviTurnip!
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Re: Vanilla Level Design Contest X - Oh look the hill has a big yellow nose
imo Chrono Trigger has aged very well and is always worth a replay
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Re: Vanilla Level Design Contest X - Oh look the hill has a big yellow nose
52nd: Room 1F0 by levelengine
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Re: Vanilla Level Design Contest X - Oh look the hill has a big yellow nose
If I become a patron and hit the Royalottery I promise Chrono Trigger will be one of the three games I pick.
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Re: Vanilla Level Design Contest X - Oh look the hill has a big yellow nose
Man, this level has an extremely cool and unique aesthetic, and some pretty cool setups as well, but it does feel a bit disjointed. I guess the main theme is the moving platforms, which raises some questions about why it's called "Room 1F0". I think the pattern I'm seeing with these late-middle entries is levels that have great ideas and aesthetic choices, but could really use extra editing to trim them down to something more cohesive.
Also, I hate to bring this up again, but oooooof that stereo separation really hurts what is otherwise a pretty good song. How tragic it is that you have these jammin' beats, but the bass and drums have been cursed by a wily witch to forever be star-crossed lovers, separated by time and space, never to meet!
Also, I hate to bring this up again, but oooooof that stereo separation really hurts what is otherwise a pretty good song. How tragic it is that you have these jammin' beats, but the bass and drums have been cursed by a wily witch to forever be star-crossed lovers, separated by time and space, never to meet!
Re: Vanilla Level Design Contest X - Oh look the hill has a big yellow nose
Levelengine really missed a good opportunity with Yoshi's House. He cut the entire island in half so Yoshi's House should've also been cut right down the middle.
Re: Vanilla Level Design Contest X - Oh look the hill has a big yellow nose
idk dude I kinda like how there's an equal amount of noise between the ears, even if they are playing different things. It's a very niche style I guess, but like a lot of those original versions of those songs had that iirc. It kinda sounds like you seperate the guitarists and drummer to seperate sides of the room and they play their song. It kinda tells a story where one side of the screen is more action packed, and the other side is more industrial.10204307 wrote: ↑3 years agoAlso, I hate to bring this up again, but oooooof that stereo separation really hurts what is otherwise a pretty good song. How tragic it is that you have these jammin' beats, but the bass and drums have been cursed by a wily witch to forever be star-crossed lovers, separated by time and space, never to meet!
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Re: Vanilla Level Design Contest X - 1F0 IQ = 496 IQ
51st: Hot Swizz Lava by xfix (GlitchMr)
Re: Vanilla Level Design Contest X - 1F0 IQ = 496 IQ
Dev commentary:
The trick is that at 4:32, you drop the shell where Yoshi is, and step on Yoshi, but yeah, i kinda agree this level is too cryptic for its own good, it's essentially a YUMP level i submitted to a contest, I was focusing on cool tech rather than having a playable level (there is something cool about doing such a gimmick within vanilla constraints, I suppose).
The blue shell solution was unintended, but oh well, cannot really fix the level anymore. I thought I fixed that by putting lava everywhere, but I guess it's still possible, unfortunately.
And yeah, the level was heavily inspired by The Floor is Lava! in A2XT. The message box is very similar to the one in A2XT with "Easy peasy" part, as well as the level having cloud indicators just like A2XT.
The way the level works is that I have Layer 2 Falls to make Layer 2 sink after touching it (this is used in Vanilla Dome 1 in vanilla SMW). There are invisible solid blocks on Layer 1 matching locations of ground on Layer 1, and if you fall on ground, Layer 2 is very slightly higher (I think like subpixels or so) than Layer 1. The clouds, Midway Point and the last 1UP checkpoint is placed on Layer 2, so in event you fall onto ground, they won't appear. The 1UP checkpoint is used to make moon and a key appear in the next room.
The way No Yoshi filter in HINT room works is by putting invisible thunder sprites on 1F0. Yoshi gets damaged by those, but Mario doesn't. The hint room also filters shells by putting lava in location of pipe in previous sublevel, for whatever reason that kills the shell, as shell updates its position when moving throught the pipe after processing lava collision. You can see a video of shell filter at https://www.youtube.com/watch?v=BS8zXGdRcnk. I probably could have used a door, but for whatever reason I decided to have a pipe instead, because I didn't like doors in outdoor levels.
The way HINT room gives hints after getting a Midway Point is that I put invisible Midway Point bars covering the ground. Midway point bars don't appear after hitting the Midway Point, revealing the ground..
About the name of the level, it's called "swizz" (informal for disappointment) because I knew it was a bad level. I wanted to replace it with something better, but in the end, I decided to submit this in the end just to have something in the collaboration (and honestly, I didn't expect this level to end up being 51st).
The trick is that at 4:32, you drop the shell where Yoshi is, and step on Yoshi, but yeah, i kinda agree this level is too cryptic for its own good, it's essentially a YUMP level i submitted to a contest, I was focusing on cool tech rather than having a playable level (there is something cool about doing such a gimmick within vanilla constraints, I suppose).
The blue shell solution was unintended, but oh well, cannot really fix the level anymore. I thought I fixed that by putting lava everywhere, but I guess it's still possible, unfortunately.
And yeah, the level was heavily inspired by The Floor is Lava! in A2XT. The message box is very similar to the one in A2XT with "Easy peasy" part, as well as the level having cloud indicators just like A2XT.
The way the level works is that I have Layer 2 Falls to make Layer 2 sink after touching it (this is used in Vanilla Dome 1 in vanilla SMW). There are invisible solid blocks on Layer 1 matching locations of ground on Layer 1, and if you fall on ground, Layer 2 is very slightly higher (I think like subpixels or so) than Layer 1. The clouds, Midway Point and the last 1UP checkpoint is placed on Layer 2, so in event you fall onto ground, they won't appear. The 1UP checkpoint is used to make moon and a key appear in the next room.
The way No Yoshi filter in HINT room works is by putting invisible thunder sprites on 1F0. Yoshi gets damaged by those, but Mario doesn't. The hint room also filters shells by putting lava in location of pipe in previous sublevel, for whatever reason that kills the shell, as shell updates its position when moving throught the pipe after processing lava collision. You can see a video of shell filter at https://www.youtube.com/watch?v=BS8zXGdRcnk. I probably could have used a door, but for whatever reason I decided to have a pipe instead, because I didn't like doors in outdoor levels.
The way HINT room gives hints after getting a Midway Point is that I put invisible Midway Point bars covering the ground. Midway point bars don't appear after hitting the Midway Point, revealing the ground..
About the name of the level, it's called "swizz" (informal for disappointment) because I knew it was a bad level. I wanted to replace it with something better, but in the end, I decided to submit this in the end just to have something in the collaboration (and honestly, I didn't expect this level to end up being 51st).
Last edited by Sugar 3 years ago, edited 1 time in total.
Re: Vanilla Level Design Contest X - 1F0 IQ = 496 IQ
"The trick is that at 4:32, you drop the shell where Yoshi is, and step on Yoshi"
I can't parse how this would change anything, what changes by having a shell on the ground half a screen away from Yoshi?
I can't parse how this would change anything, what changes by having a shell on the ground half a screen away from Yoshi?
fart.
Re: Vanilla Level Design Contest X - 1F0 IQ = 496 IQ
I remember playing previous version. It had no lava, so I was confused why it is called Hot Swiss Lava. Seeing contest version made sense. As for secret exit - I didn't like it. First it's these koopa shenanigans that I was clueless what to do. Sure, there was hint, but I did not understand it at all. I would prefer to be spoiled what's the trick with manipulating direction of koopas being thrown out of their shells. After 50 savestates I managed to do that. I think I just Yoshi jumped and then raced to the midpoint.
But what was the hardest for me - it was 2nd half. I tried normal bouncing on koopas, I tried to create disco shell, I tried to spin jump, I tried to ride wiggler as far as possible. Wigglers are super annoying. I spent trying to move them right so long time, because very often they were turning left. For this part I used few hundreds savestates.
No idea if this version is easier, because I never attempted to do secret exit again. First time was hell and I didn't want to repeat that. This is definitely the worst possible secret exit for me.
Overall I didn't like the whole level. Normal exit is too easy and secret exit is just way too precise for me. Also if you don't know the trick with koopa manipulation (which I still don't know), then you will definitely not learn it here. Because hint isn't helpful. So this secret exit is only for veteran players.
But what was the hardest for me - it was 2nd half. I tried normal bouncing on koopas, I tried to create disco shell, I tried to spin jump, I tried to ride wiggler as far as possible. Wigglers are super annoying. I spent trying to move them right so long time, because very often they were turning left. For this part I used few hundreds savestates.
No idea if this version is easier, because I never attempted to do secret exit again. First time was hell and I didn't want to repeat that. This is definitely the worst possible secret exit for me.
Overall I didn't like the whole level. Normal exit is too easy and secret exit is just way too precise for me. Also if you don't know the trick with koopa manipulation (which I still don't know), then you will definitely not learn it here. Because hint isn't helpful. So this secret exit is only for veteran players.
Re: Vanilla Level Design Contest X - 1F0 IQ = 496 IQ
The idea is, when you do that, you get on Yoshi and bounce off the shell at the same time without landing on the floor.
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Re: Vanilla Level Design Contest X - 1F0 IQ = 496 IQ
I think if you refreshed your shell at the pipe with the midpoint you could have flown all the way to the end of the level, unless you just knew that it wasn't really the solution and wanted to give it more of a shot
Re: Vanilla Level Design Contest X - So you land on blocks, and then sprite blocks...
I got here to change the title before xfix posted judges comments? What? I'm on a roll!
My YouTube channel - P-Switch... - 100 Rooms of Enemies: The Nightmare Edition
Links above if you want to check 'em out... or not, since these are overlooked.
Re: Vanilla Level Design Contest X - So you land on blocks, and then sprite blocks...
49th: Deep within Dunes by Centipede
Re: Vanilla Level Design Contest X - So you land on blocks, and then sprite blocks...
So I suspect the reason why eating block wasn't triggered in key route in first few attempts is because raocow jumped on 1st bronze block (which is eating block) instead on jumping on other bronze blocks. I guess standing on eating block doesn't trigger it, it must be normal bronze block.
Re: Vanilla Level Design Contest X - So you land on blocks, and then sprite blocks...
joker pokey
a "jokey", if you will
a "jokey", if you will
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!
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Re: Vanilla Level Design Contest X - So you land on blocks, and then sprite blocks...
hey so, because vip6 is heading towards nightmare mode, I'm thinking of putting it on hold, put vldcx back into a-side, finish that, and then return to vip6 so I can give it all the time it needs. thoughts?
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Re: Vanilla Level Design Contest X - 1F0 IQ = 496 IQ
I am absolutely unable to visualize this in my head. Do you have a video showing the intended solution in action?
Re: Vanilla Level Design Contest X - So you land on blocks, and then sprite blocks...
If it's that hard wouldn't be better to play them alternately. First day - VLDCX, next day - VIP6, next day - VLDCX again, etc.
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Re: Vanilla Level Design Contest X - So you land on blocks, and then sprite blocks...
I mean vldcx is also gonna have real hard moments
I dunno I'd rather do one completely then the other
I dunno I'd rather do one completely then the other
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Re: Vanilla Level Design Contest X - So you land on blocks, and then sprite blocks...
do vldcx and vip6 and drop sonic adventure 2 then
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Re: Vanilla Level Design Contest X - So you land on blocks, and then sprite blocks...
just do what you were gonna do and dont listen to these "Hooligans"
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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