VLDC9 - vanilla level design contest 9
Re: VLDC9 - vendace lunacy discomposed copses 9
Wait, wasn't there a message somewhere in this level that hints how to get the secret exit??? But I can't remember where it is...
Re: VLDC9 - vendace lunacy discomposed copses 9
84th: OLD FACTORY by TheInsanity115
35th: KUSO LINE by Rockythetigre
Hounted (sic) world starts pretty weak, but tomorrow is a level I personally like (it's a bit long)
35th: KUSO LINE by Rockythetigre
Hounted (sic) world starts pretty weak, but tomorrow is a level I personally like (it's a bit long)
Re: VLDC9 - vendace lunacy discomposed copses 9
Seems like an odd bit of specific criticism when there's a far more egregious (albeit easier to avoid) problem with the one pokey that falls into the mole hole later in the level. If you spin jump on that one while it's in the mole hole you'll get stuck until the timer runs out.Koopster wrote:35th: KUSO LINE by Rockythetigre
b]Nimono[/b]
DESIGN: 20/30
CREATIVITY: 16/20
AESTHETICS: 7/10
TOTAL: 43/60
Fun level! A little bit too cramped, but there were no parts I felt were unfair. However, I must say that towards the end, having to wait out the Star if you fall between the spikes is a major issue. Since it kills you anyway, wouldn't it have been better to just have it fall into a pit so the player's time isn't wasted?
Re: VLDC9 - vendace lunacy discomposed copses 9
it's only odd because you noticed the pokey thing. somehow, I didn't during my playthrough. I don't know how, I just didn't. They're both pretty bad, though.Alice wrote: Seems like an odd bit of specific criticism when there's a far more egregious (albeit easier to avoid) problem with the one pokey that falls into the mole hole later in the level. If you spin jump on that one while it's in the mole hole you'll get stuck until the timer runs out.
Re: VLDC9 - vestigial lofts downward concretions 9
The spike balls in the first level tripped me up as much as they did raocow.
The second level's difficulty was a bit scattered, but it was still fun. I think the "key" puzzle is easier to solve if you've already explored the rest of the level, as you already know there's a skull elsewhere (indicating that you don't need to carry this skull anywhere), and might notice that the rest of the skeleton is a unique object.
The second level's difficulty was a bit scattered, but it was still fun. I think the "key" puzzle is easier to solve if you've already explored the rest of the level, as you already know there's a skull elsewhere (indicating that you don't need to carry this skull anywhere), and might notice that the rest of the skeleton is a unique object.
Re: VLDC9 - vendace lunacy discomposed copses 9
Might be bad wording on my part but that's basically what I meant, not that your criticism itself was odd but that you noticed that bit but not the pokey.Nimono wrote:it's only odd because you noticed the pokey thing. somehow, I didn't during my playthrough. I don't know how, I just didn't. They're both pretty bad, though.
Re: VLDC9 - vestigial lofts downward concretions 9
I bet there was a p-switch in that question block he blatantly ignored on two separate occasions. One of which was right when he was outright talking about cloning a p-switch.
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Re: VLDC9 - vestigial lofts downward concretions 9
I would like to call for an end to the eye-rolling at, sardonic remarks upon and general shaming of the use more than five dragon coins in a level. The contestants had no idea that the coins would save as they do in this final product, so if you had exclusive paths in your level it was sensible to ensure the quota of five could be met whichever way was chosen. That this leads to unintended situations where, going into one of these paths with a reserve, there are extra coins should be no cause for comment. Let us not forget that Mario World, which is perfect and excuses everything, has as many as seven in some levels (and fewer than five in at least one).
dont wanna jihad no more
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Re: VLDC9 - vestigial lofts downward concretions 9
I would like to point out that I have not shamed anyone for using more than 5 Dragon Coins. In fact, it's a boon to have more in order to make it far easier to gather them on one trip...
Old Factory just kind of happens. Not seeing those spike balls are a threat, but there's not too much here to shock the player...
Kuso Line is... nice, I suppose. (name is less so, but I won't judge) There's just a good amount of variety in general, with the execution varying from really good to somewhat flawed. Two things that are off is that narrow corridor Pokey, and the star run, both of which are a bit too tight in terms of both space and time. It's fun on the whole, really.
I really like Aeolian Blood Moon. The background does quite a bit to enhance the feel of the level, and it just feels like you're swimming in pools of blood in general... which is a bit creepy, when you think about it. The P-Switch puzzle is pretty clever, and I like that it has two solutions for a Dragon Coin.
I think Haunted World has an 'elite ghost perimeter' in which the innards of the boundary is more haunted than the outside, explaining the general absence of ghosts.
Old Factory just kind of happens. Not seeing those spike balls are a threat, but there's not too much here to shock the player...
Kuso Line is... nice, I suppose. (name is less so, but I won't judge) There's just a good amount of variety in general, with the execution varying from really good to somewhat flawed. Two things that are off is that narrow corridor Pokey, and the star run, both of which are a bit too tight in terms of both space and time. It's fun on the whole, really.
I really like Aeolian Blood Moon. The background does quite a bit to enhance the feel of the level, and it just feels like you're swimming in pools of blood in general... which is a bit creepy, when you think about it. The P-Switch puzzle is pretty clever, and I like that it has two solutions for a Dragon Coin.
I think Haunted World has an 'elite ghost perimeter' in which the innards of the boundary is more haunted than the outside, explaining the general absence of ghosts.
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Any questions, concerns, or aspirations you have with me can go to the PM box... Now here's a quote:
raocow wrote:I know there is a population on Earth. They like to populate. I like to gesticulate. We're friends!
(It was about time)
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Re: VLDC9 - vices laying damask cascades 9
Or it could be in that area at 8:16 in the video where he blatantly walked past some breakable blocks immediately to the right of where the green pipe was. Would be much funnier if the P-switch he needed was right next door to where he needed to use it.Alice wrote:I bet there was a p-switch in that question block he blatantly ignored on two separate occasions. One of which was right when he was outright talking about cloning a p-switch.
Re: VLDC9 - vices laying damask cascades 9
31st: AEOLIAN BLOOD MOON by levelengine and StrikeForcer
raocow seems to have missed the moon thing in the map
raocow seems to have missed the moon thing in the map
Re: VLDC9 - vices laying damask cascades 9
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: VLDC9 - vices laying damask cascades 9
What a weird level! I think there was a couple too many powerups here, allowing the player to be very careless without any repercussions. I also think it should have been more clear that the secret exit could not be obtained by solving a puzzle in the area with the keyhole. Other than that, the swimming section was pretty nice and the level struck a good balance between exploring and action.
BTW, the P-switch intended to be used to get the secret exit was not in either of the ? blocks raocow ignored. It was under the breakable turn blocks that raocow ignored right after the brown blocks.
BTW, the P-switch intended to be used to get the secret exit was not in either of the ? blocks raocow ignored. It was under the breakable turn blocks that raocow ignored right after the brown blocks.
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Re: VLDC9 - vices laying damask cascades 9
It's already been discussed upthread, but today's first level just reinforces the conclusion that Boo Cloud + regular platforming = not much fun. Boo Cloud maneuvering demands more precision control, such as via swimming (as in original SMW) or grate climbing.
Apologies if this was previously divulged, but from what source is Spooky Land's overworld theme? I concur with raocow that it's supremely catchy.
Apologies if this was previously divulged, but from what source is Spooky Land's overworld theme? I concur with raocow that it's supremely catchy.
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Re: VLDC9 - vanquished landings dire compounds 9
Ruins on Blood is a weird level. I actually kinda like the aesthetics, but it has issues with some obstacles and the boo cloud in the second half. There's also a one tile gap that's hard to see since it's covered by a wooden column, and I fell into it several times lol.
Tropical Stronghold reminds me of dire dire docks mostly because of the music and the environment. It's a really nice level that actually used the boo cloud well (albeit short) by combining it with nets, and it had the underutilized green bubbles too. I'm surprised it only got 74th tbh.
ALSO, VLDCX starts in like an hour over at smwcentral, if you guys are liking this series and would like to join the next vanilla contest.
Tropical Stronghold reminds me of dire dire docks mostly because of the music and the environment. It's a really nice level that actually used the boo cloud well (albeit short) by combining it with nets, and it had the underutilized green bubbles too. I'm surprised it only got 74th tbh.
ALSO, VLDCX starts in like an hour over at smwcentral, if you guys are liking this series and would like to join the next vanilla contest.
avatar by crayonchewer!
Re: VLDC9 - vanquished landings dire compounds 9
Boo cloud would be so much more handleable in a platforming environment and could lead to actual interesting gameplay if there were half as many Boos. Of course that wouldnt be vanilla, but just saying I dont think the idea is unsalvageable.
I have an idea for a level that's been floating in my head but I dunno if I'll participate in VLDCX, I've only really done one level in Lunar Magic and that was years ago, not to mention this ideas a lot more in depth and would actually require learning how things work. Idk, tho, we'll see what happens.
I have an idea for a level that's been floating in my head but I dunno if I'll participate in VLDCX, I've only really done one level in Lunar Magic and that was years ago, not to mention this ideas a lot more in depth and would actually require learning how things work. Idk, tho, we'll see what happens.
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Re: VLDC9 - vanquished landings dire compounds 9
I wonder if I should participate...
the chillaxest of dragons
Re: VLDC9 - vanquished landings dire compounds 9
you should
is there an integer overflow when you become 256 years old
Re: VLDC9 - vanquished landings dire compounds 9
Do it!raocow wrote:I wonder if I should participate...
Re: VLDC9 - vanquished landings dire compounds 9
You should! You should! You should! :D I think we'd all enjoy seeing what you come up with ^_^raocow wrote:I wonder if I should participate...
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Re: VLDC9 - vanquished landings dire compounds 9
DOOOOOO EEEETTTTTTT
Put a morsel shrine in your level
Put a morsel shrine in your level
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Re: VLDC9 - vanquished landings dire compounds 9
Wait, the next vanilla contest is coming up?
I want to participate but I probably won't ever understand what's going on, my life is a kind of perpetual fugue state
I want to participate but I probably won't ever understand what's going on, my life is a kind of perpetual fugue state
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Re: VLDC9 - vanquished landings dire compounds 9
this is when I remember that I don't remember my smwcentral dot net password
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Re: VLDC9 - vanquished landings dire compounds 9
Haha I lied, I can't be bothered to learn Lunar Magic.
e: OR CAN I???
e: OR CAN I???
Re: VLDC9 - vanquished landings dire compounds 9
So what was the moon in today's first level made from?