Who knew that Mega Sad from ESA was such a good level designerFrozenQuills wrote: ↑5 years ago I love that both Llanfairpwllgwyngyllgogerychwyrndrobwllllantysiliogogogo and AAAAAAAAAAAAAAAAAAA tied for 9th.
24 Hour Contest #11 - design a level in 24 hours with a given challenge
- Mandew
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
video games
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
Huh. I knew that name was familiar somehow...
Nice to see that some people of the original ASMT team are still around!
this is getting laundromatic
- Super Maks 64
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
SUPER MARIO YOSHI RACING -2000- EXTREME AWESOME - 22nd by GlitchMr
Score - 26,5 -10 points penalty for using custom blocks
Cloudy Treetops - 17th by toad64
Score - 29,5
Ghost in Forest - 23rd by yoshi9429
Score - 24
Time to see what I lost against
Score - 26,5 -10 points penalty for using custom blocks
Score - 29,5
Score - 24
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
Thanks for playing my entry :).
- raocow
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
it was a joy to play, no need for thanks!
the chillaxest of dragons
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
You thought that was all I would say about this level.
Fooled you again.
Anyway, the level title and "Thanks for play!" at the end was a reference to Karoshi 2, and the level gimmick was copied from JUMP half, except instead of being puzzle oriented, it was more action oriented. The level I based this on was a really neat puzzle level, and I really enjoyed it, so I was like, what if I made it more action oriented.
The level almost was disqualified for violating the contest rules for using custom blocks. I liked the level gimmick however, so I decided to continue working on the level despite it violating the rules.
(C) 1995 COPYRIGHT on title screen is a reference to Super Mario World NES pirate.
Fooled you again.
Anyway, the level title and "Thanks for play!" at the end was a reference to Karoshi 2, and the level gimmick was copied from JUMP half, except instead of being puzzle oriented, it was more action oriented. The level I based this on was a really neat puzzle level, and I really enjoyed it, so I was like, what if I made it more action oriented.
The level almost was disqualified for violating the contest rules for using custom blocks. I liked the level gimmick however, so I decided to continue working on the level despite it violating the rules.
(C) 1995 COPYRIGHT on title screen is a reference to Super Mario World NES pirate.
- Leet
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
you won in my mind, in which bonus points are awarded for breaking the rules instead
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.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
So are there any boxes we still haven't seen?
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Ditocoaf
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- Super Maks 64
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
munt crunge - 3rd by snoruntpyro
Score - 43,25
Score - 43,25
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Ditocoaf
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
I look forward to smw contests for two reasons these days. One is the extent to which I can wallow in depressive misery as I contemplate my complete lack of inspiration. The other is MiracleWater's level, which achieves with effortless panache anything I could possible want to accomplish in a smw level. MiracleWater, like Lazy, is one of these level designers who appeared seemingly from nowhere (perhaps they sprang fully formed from the brow of worldpeace) and started making awesome levels. I had hoped raocow would be similarly beguiled, but alas! My intention of cranking some action out of that rusty mechanism, the hype machine, as I tell of a forthcoming collaborative hack by MiracleWater and the famous TASer, gbreezetas, will have to be set aside. And raocow will no doubt continue to be happy with hacks that can exist under his lowering brow unshadowed by any hint of dubiety; hacks that he is completely simpatico with; hacks, in his own bizarre word, that are his 'cheese': Hyper 6, Super Demo World, VIP 4.
dont wanna jihad no more
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
to be fair raocow did enjoy MiracleWater's CLDC entry very, very much
Mosts Awards:
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
I mean like yeah I dig what he does in general, and like I've tried to say I enjoy what he did here, I just struggled with *something* that I can't idendify
the chillaxest of dragons
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
the you tube comments are particularly bad today
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.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
- Super Maks 64
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
Spinal Tap - 2nd by MiracleWater
Score - 43,75
Score - 43,75
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
You look a little more like a person than a fan to me.
It's Youtube, comments are basically always bad. The only exceptions I ever really see are specific individuals who make good comments or occasionally the communities for some lpers like Iso or Roahm Mythril.
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
Lol now that you are hyped about this hack, we'll really have to deliver Hopefully the delicious taste of nachos can live up to the exhilarating experience of taming a wild crocodile (we've certainly used it as inspiration lol).morsel/morceau wrote: ↑5 years ago I look forward to smw contests for two reasons these days. One is the extent to which I can wallow in depressive misery as I contemplate my complete lack of inspiration. The other is MiracleWater's level, which achieves with effortless panache anything I could possible want to accomplish in a smw level. MiracleWater, like Lazy, is one of these level designers who appeared seemingly from nowhere (perhaps they sprang fully formed from the brow of worldpeace) and started making awesome levels. I had hoped raocow would be similarly beguiled, but alas! My intention of cranking some action out of that rusty mechanism, the hype machine, as I tell of a forthcoming collaborative hack by MiracleWater and the famous TASer, gbreezetas, will have to be set aside. And raocow will no doubt continue to be happy with hacks that can exist under his lowering brow unshadowed by any hint of dubiety; hacks that he is completely simpatico with; hacks, in his own bizarre word, that are his 'cheese': Hyper 6, Super Demo World, VIP 4.
I don't wanna be all negative nancy here, but the youtube comments were a bit disappointing to read. Not that I'm trying to white knight the MiracleWater level design style, cause I know it's not for everyone. Honestly, I know that the so called "jump team style" doesn't suit everyone and honestly it doesn't matter, I know it's a very particular style and we shouldn't be trying to force our style down people's throats cause that's wrong. But there's a difference between constructive criticism and complaints about the difficulty, or saying this just "isn't my style", and saying "how did this hot garbage get 2nd". The latter comes off as just rude.
I know that the judges' comments can sometimes seem rude, but in reality they are more tongue-and-cheek, humorous spur of the moment frustration. In my opinion, it's perfectly normal for you to get frustrated at a level and still enjoy it. I get the feeling that some people think you must be "all smiles" when playing a level in order for it to be considered a good level. In my experience, however, many of the levels I have enjoyed have been accompanied with expletives and anger (cough Morsel cough levelengine), only to experience great relief and satisfaction when it's all over. But regardless, the levels (usually) end up being an enjoyable experience for me. I think if someone watched me play these types of levels, they will watch a player who is impressed with the creativity, a bit frustrated with the difficulty, and very satisfied when finished. From a viewer experience, however, the creativity is experienced second-hand and thus less appreciated, the frustration is very easily and loudly communicated, and the great feeling of satisfaction is sometimes an exclusive feeling that only the player will understand. I have to wonder if this happens with raocow sometimes; he personally enjoys the level for whatever reason, but the frustration over the difficulty was manifested significantly more than the satisfaction of completing the creative and challenging level.
I'd also like to point out that this serves as a distinction between "fair" hard design (which is showcased well in MiracleWater and morsel levels) and stupid spammy nonsense design (i.e. munchers everywhere, blind jumps, etc.). There is no sense of satisfaction when spamming through a spammy muncher level. However, the immense sense of satisfaction is definitely present when completing a series of ridiculously tough and demanding, yet creative setups, but this can change depending on whether they are machine-like mechanical or naturally flowing. I think the satisfaction of completing a setup (or section) can be influenced by the creativity of the setup, the difficulty of the setup, or simply how fun it is to perform the actions. A lack of the third factor does not prevent the former two from creating a satisfying setup. It's important to note that every single player weighs these three factors with different weights based on personal preference. For many, the fun factor and difficulty factor of performing a section/setup outweigh the creativity factor; these people usually end up not being fans of "mechanical" design. In addition, some people might find a setup so creative and satisfying that it increases the fun factor; for others, the rigid/controlling design and high difficulty decrease the fun factor. Basically the tldr of this is that there's lots of different types of design, everyone is free to make whatever the heck they want because we're all romhacking nerds, and it's not cool to be a rude dude.
I have to agree with everything morsel said. In addition, I think that MiracleWater's lack of "easing the player into the gimmick" is perfectly fine in the world of romhacking. Perhaps if he was a professional game designer (and maybe he is, I mean I sure hope he is lol), than he would have to worry about easing the player into gimmicks, along with coming up with a new original character cause that pudgy plumber guy seems to already be in use.
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
Yep, I agree with what gbreeze and Morsel said mostly. Of course, the youtube comments have been almost entirely positive on MiracleWater's CLDC entry, but almost entirely negative on his 24h entry. This could be (and probably partially is) because of how hard those piranhas are to deal with, but then again the fishes in the CLDC entry were used in really difficult setups as well that create a similar tension. The design style of both levels is basically identical though. So I think raocow's reactions to the level play a huge role for the viewers to judge the quality of a level, while in reality, most of them probably lack the skills to complete either of those levels without tools (and they would both lead to incredible frustration) OR they are part of the niche that can actually play levels like that and the chance is high they'll have similar opinions on both.
What surprised me is the perfect score Sinc-X gave, cause he got really frustrated with the high difficulty of other entries. It's truly impressive to me that MiracleWater managed to convince a judge like that with a level like this.
What surprised me is the perfect score Sinc-X gave, cause he got really frustrated with the high difficulty of other entries. It's truly impressive to me that MiracleWater managed to convince a judge like that with a level like this.
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
Those comments... Such mindless groupthink directed at a level that honestly looked pretty fun from what I saw. I feel bad for MiracleWater here, assuming he watches raocow and dares to check the comments.
I’m not saying a bad comments section is never warranted (like when Haimari stopped giving a crap when designing the Hyper VI endgame), but for a few spiny setups raocow didn’t like? Come on.
I’m not saying a bad comments section is never warranted (like when Haimari stopped giving a crap when designing the Hyper VI endgame), but for a few spiny setups raocow didn’t like? Come on.
- Super Maks 64
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
windy hot breakfast - 1st by Moderator Lazy
Score - 44,75
That's it for the contest I guess.
Score - 44,75
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
I really enjoy the more esoteric naming schemes. That's all I really have to add, the level was neat.
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
"man I think I could have put in the entire top 3 without editing in their own video and it still would have been regular length. welp!"
Yeah, I really wish you would stop doing the whole three videos thing,
Yeah, I really wish you would stop doing the whole three videos thing,
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: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
To be fair, it's not like he has any idea of how long each level is before playing them. Gambling on three levels in one vid doesn't always pay off as we've seen numerous times with one-more-level syndrome.
It's unfortunate that the winning levels seemed to realize they wouldn't get a penalty for not using the whole box, while everyone else felt like they had to and generally scored lower. I wonder how many levels used everything because they felt they had to, even if they felt like their level would've been stronger if they'd just focused on a few parts.
It's unfortunate that the winning levels seemed to realize they wouldn't get a penalty for not using the whole box, while everyone else felt like they had to and generally scored lower. I wonder how many levels used everything because they felt they had to, even if they felt like their level would've been stronger if they'd just focused on a few parts.
- Voltgloss
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
Didn't snoruntpyro's level use the entire box? Or at least I'm assuming so, based on inclusion of the lone "cheering" stretch ghost at the very end.FPzero wrote: ↑5 years ago It's unfortunate that the winning levels seemed to realize they wouldn't get a penalty for not using the whole box, while everyone else felt like they had to and generally scored lower. I wonder how many levels used everything because they felt they had to, even if they felt like their level would've been stronger if they'd just focused on a few parts.